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Warhammer: Total War

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Comments

  • Registered Users, Registered Users 2 Posts: 1,122 ✭✭✭killanena


    Factions only want to confederate when they are on the verge of being wiped out. I wouldn't recommend ever signing a military alliance with any faction unless you are in dire need of help. Defensive alliance give your the protection without being dragged into every war the AI feels and if your power rating is high, it increases theirs so they think with your help they can take on factions that are in fact stronger then you. Thus making you have to decide on baby sitting them or let them get wiped while you follow your own goals.


  • Registered Users, Registered Users 2 Posts: 12,775 ✭✭✭✭Gbear


    killanena wrote: »
    Factions only want to confederate when they are on the verge of being wiped out. I wouldn't recommend ever signing a military alliance with any faction unless you are in dire need of help. Defensive alliance give your the protection without being dragged into every war the AI feels and if your power rating is high, it increases theirs so they think with your help they can take on factions that are in fact stronger then you. Thus making you have to decide on baby sitting them or let them get wiped while you follow your own goals.

    And if you break the alliance your reliability goes down the toilet.


  • Registered Users, Registered Users 2 Posts: 43,611 ✭✭✭✭ancapailldorcha


    I don't know if anyone's still playing this but there's a DLC on the way for the Skaven & Lizardmen in April. It will also contain a Bretonnia revamp.

    The foreigner residing among you must be treated as your native-born. Love them as yourself, for you were foreigners in Egypt. I am the LORD your God.

    Leviticus 19:34



  • Registered Users, Registered Users 2 Posts: 974 ✭✭✭Remouad


    I don't know if anyone's still playing this but there's a DLC on the way for the Skaven & Lizardmen in April. It will also contain a Bretonnia revamp.

    Got a little burned out on this but will probably pick it up again once I've finished Breath of the Wild.

    Haven't played a Bretonnia campaign so might start back with that.


  • Registered Users, Registered Users 2 Posts: 43,611 ✭✭✭✭ancapailldorcha


    Remouad wrote: »
    Got a little burned out on this but will probably pick it up again once I've finished Breath of the Wild.

    Haven't played a Bretonnia campaign so might start back with that.

    I like Bretonnia but they do feel a tad weak, especially with the rampant corruption Kemmler now causes.

    Starting to get a little burned out. I've 3 Vortex campaigns I would like to finish and maybe get back to Mortal Empires. Tempted to go from H/H to VH/VH.

    The foreigner residing among you must be treated as your native-born. Love them as yourself, for you were foreigners in Egypt. I am the LORD your God.

    Leviticus 19:34



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  • Registered Users, Registered Users 2 Posts: 12,775 ✭✭✭✭Gbear


    I like Bretonnia but they do feel a tad weak, especially with the rampant corruption Kemmler now causes.

    Starting to get a little burned out. I've 3 Vortex campaigns I would like to finish and maybe get back to Mortal Empires. Tempted to go from H/H to VH/VH.

    I've enjoyed recent playthroughs with the Fay Enchantress. She starts with Grail Guardians, and they and Grail Knights have perfect vigour. They absolutely mulch the orcs and undead you tend to be fighting early game.

    She has life magic as well, making them even tankier. I enjoy playing them already but hopefully they're even better.

    It's their economy and passivity that's holding them back at the moment, but I love cavalry armies.


  • Registered Users, Registered Users 2 Posts: 43,611 ✭✭✭✭ancapailldorcha


    Gbear wrote: »
    I've enjoyed recent playthroughs with the Fay Enchantress. She starts with Grail Guardians, and they and Grail Knights have perfect vigour. They absolutely mulch the orcs and undead you tend to be fighting early game.

    She has life magic as well, making them even tankier. I enjoy playing them already but hopefully they're even better.

    It's their economy and passivity that's holding them back at the moment, but I love cavalry armies.

    The Fay starts a bit out of the way but nice that she starts away from all that. The corruption means that the Bretonnian factions tend to die before you can confederate them.

    The foreigner residing among you must be treated as your native-born. Love them as yourself, for you were foreigners in Egypt. I am the LORD your God.

    Leviticus 19:34



  • Moderators, Social & Fun Moderators Posts: 28,633 Mod ✭✭✭✭Shiminay


    I played a Bretonian Campaign in the first game and it was enjoyable enough. Their mechanics took a bit of getting used to, but they're straightforward if a little micro intensive to play as you have a screen of weaklings to tie up the enemy lines whilst you run rampant with rolling cavalry charges from the flanks :)

    I didn't get the last DLC with the pirate undead and all that, but it looks like fun. I'll probably come back to the game before the end of the year if I spot the DLCs I'm missing on sale.


  • Registered Users, Registered Users 2 Posts: 12,775 ✭✭✭✭Gbear


    Shiminay wrote: »
    I played a Bretonian Campaign in the first game and it was enjoyable enough. Their mechanics took a bit of getting used to, but they're straightforward if a little micro intensive to play as you have a screen of weaklings to tie up the enemy lines whilst you run rampant with rolling cavalry charges from the flanks :)

    I didn't get the last DLC with the pirate undead and all that, but it looks like fun. I'll probably come back to the game before the end of the year if I spot the DLCs I'm missing on sale.

    They're good fun to play. I'd definitely recommend, especially if they're on sale.

    They're what we should have from horde factions like chaos and beastmen.


  • Registered Users, Registered Users 2 Posts: 43,611 ✭✭✭✭ancapailldorcha


    Gbear wrote: »
    They're good fun to play. I'd definitely recommend, especially if they're on sale.

    They're what we should have from horde factions like chaos and beastmen.

    The only thing I didn't like is that I spent most of my Luthor Harkon campaign on land. Noctilus and Aranessa look like they have more seafaring campaigns.

    The foreigner residing among you must be treated as your native-born. Love them as yourself, for you were foreigners in Egypt. I am the LORD your God.

    Leviticus 19:34



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  • Registered Users, Registered Users 2 Posts: 12,775 ✭✭✭✭Gbear


    Gbear wrote: »
    They're good fun to play. I'd definitely recommend, especially if they're on sale.

    They're what we should have from horde factions like chaos and beastmen.

    Speak of the devil - It's 50% off on Steam this weekend.


  • Registered Users, Registered Users 2 Posts: 43,611 ✭✭✭✭ancapailldorcha


    The foreigner residing among you must be treated as your native-born. Love them as yourself, for you were foreigners in Egypt. I am the LORD your God.

    Leviticus 19:34



  • Registered Users, Registered Users 2 Posts: 3,635 ✭✭✭Fol20



    Wow. That 4 legged beast at the end is spectacular!!


  • Registered Users, Registered Users 2 Posts: 43,611 ✭✭✭✭ancapailldorcha


    The foreigner residing among you must be treated as your native-born. Love them as yourself, for you were foreigners in Egypt. I am the LORD your God.

    Leviticus 19:34



  • Registered Users, Registered Users 2 Posts: 12,775 ✭✭✭✭Gbear


    That's one of the greatest trailers I've seen in my whole life.

    Extra kibble for whoever came up with that idea in the marketing dept.

    Link to the blog post:
    https://www.totalwar.com/blog/total-war-warhammer-ii-the-prophet-the-warlock-faq/

    Full list of new features from Steam:
    New Legendary Lords and Factions
    Ikit Claw, the Warlock Engineer (Skaven, Clan Skryre)

    Ikit Claw – like all of Skavenkind – is naturally suspicious, untrusting, untrustworthy and treacherous. His aptitude for science and invention is unrivalled, but as well as being the greatest Skaven Warlock Engineer of all time, Ikit Claw has also developed an awesome command of the Winds of Magic. His exceptional scientific knowledge and magical powers have made him indispensable to the Council of Thirteen.

    In his quest for destruction, Ikit seeks to realise his grandest design – the mighty Doomsphere – and he will stop at nothing to unleash it upon the world…

    Clan Skryre brings several unique faction features and mechanics to Total War: WARHAMMER II:

    Clan Skryre Forbidden Workshop

    With access to the infamous Forbidden Workshop, Clan Skryre players can spend resources to upgrade various units such as Doomwheels, Doom-flayers and Weapons Teams with powerful new stat-boosts and attributes. As the player upgrades in each category, they will unlock further ancillaries and, eventually, new regiments of renown unique to the Forbidden workshop.

    Workshop progress requires food and Warp Fuel, a new resource gathered after battles. New research tiers in the Workshop may be unlocked by completing unique missions. But the deadliest invention by far that the Workshop offers is the Warpstorm Doomrocket.

    Warpstorm Doomrockets

    Doomrockets are outlandishly powerful weapons, deployed in battle as an Army Ability. They are crafted in the Forbidden Workshop, and can be stockpiled for use, though only one Doomrocket from the stockpile may be launched per battle. Perhaps the most powerful weapon wielded by any of the Races of WARHAMMER II, a single Doomrocket is capable of wiping out multiple units in a single strike, sending dust and debris skywards in an incinerating mushroom-cloud!

    Doomsphere

    While the Under-Empire is a feature newly-available to Skaven factions (see the Doomsayer Update Notes for more details), only Clan Skryre can build the Doomsphere within the Under-Cities they establish. This immense Warpstone bomb is powerful enough to completely destroy any settlement it is constructed below.

    Unique Lord – Warlock Master

    The Warlock Master is a caster Lord who uses the Lore of Ruin in battle. Warlock Masters have unique skills which grant further bonuses to Doom Flayers, Doomwheels and Weapons Teams. They may be upgraded to ride a Doom Flayer or Doomwheel in battle.

    Unique Units

    Ratling Gun Weapons Team: Specialist anti-infantry gun teams bearing the rotating, rapid-fire Ratling Gun. Ratling Guns are heavy damage-dealers which also Supress their targets, slowing their movement.

    Warplock Jezzails: Long-range, armour-piercing sniper infantry. These sharpshooters have the highest-quality shields, and their projectiles confer the Shieldbreaker contact effect.

    Doom-Flayers: Smaller than the Doomwheel (and twice as messy!), Doom-Flayers are designed to punch through enemy lines and deal powerful armour-piercing damage.



    Regiments of Renown


    These unique, elite variants are unlocked for recruitment as Ikit Claw and his Lords level up.

    Ikit's Zzzzap-Zzzzap! (Warp Lightning Cannon): These arcane artillery pieces stun their enemies with the Zzzzap! Contact effect, increasing the target’s ability cooldown times.

    Clan Vulkn Tailslashers (Clanrats - Shields): Fiery vermin with high weapon-strength who deal flaming attacks, while being immune to the effects of flame-weapons themselves.

    Blightscab's Plaguepack (Plague Monk Censer Bearers): Heed the word! Blightscab’s Plaguepack have the Demegoguery ability, granting the Immune to Psychology attribute to nearby friendly units.

    Teeth-Breakers (Ratling Gun Weapons Team): These sneaky shooters carry Concealment Bombs, granting them Stalk and Unspottable at a moment’s notice.

    Council Guard (Stormvermin - Halberds): Drilled in the protection of their masters, the Council Guard are unbreakable and have the Guardian ability.

    Natty Buboe's Sharpshooters (Warplock Jezzails): The ultimate sniper crew, Natty Buboe’s Sharpshooters have both the Stalk and the Snipe abilities.

    Dwarf-Thing Menace (Doom-flayers): Perfect for scything through tough Dawi armour, the Dwarf-Thing Menace has the Sunder Armour contact effect and causes fear.

    Wheelz of Dooom (Doomwheel): Fires extra-powerful missiles which confer the Discourage contact effect on their target.

    Five additional Regiments of Renown will become available upon completion of key projects in the Forbidden Workshop. These units are only available in campaign, not in custom and multiplayer battles:

    Warpfire’s Wheel (Doomwheel): An augmented Doomwheel with improved melee stats and the Regeneration attribute.

    Blackhole Flayers (Doom-Flayers): These enhanced Doom-Flayers have improved melee stats and cause Fear.

    The Doombringers (Warpfire Thrower Weapons Team): With increased melee stats and the Unbreakable attribute, this Warpfire Thrower Weapons Team can tar-pit other units in melee if attacked.

    Eye-Takers (Warplock Jezzails): Headshot! The Eye-Takers’ enhanced Jezzails deal increased damage and Blind their targets, reducing their accuracy, melee attack and melee defence.

    Death Dealers (Ratling Gun Weapons Team): The Ratling Gun perfected! These weapons teams fire their hails of bullets at longer range, dealing greater damage and with reduced reload times.

    Tehenhauin, Prophet of Sotek (Lizardmen, Cult of Sotek)

    Tehenhauin, a Red Crested Skink, emerged as the charismatic Prophet of Sotek after a devastating plague was spread across Lustria by Clan Pestilens. As he led a migration out of the defiled city of Chaqua where the disease began, he prophesised the coming of the Serpent-God and rallied the surviving population of Lizardmen to join his counterattack. As Sotek’s cult grew, so too did the Prophet’s following, and for many years Tehenhauin led his apostles to many victories, slaughtering countless captives as sacrificial offerings in the hope that their spilt blood would bring forth the Serpent-God himself.

    The Cult of Sotek faction brings two new campaign mechanics to Total War: WARHAMMER II:

    Prophecy of Sotek
    Tehenauin believes that with sufficient sacrifices, the serpent-god may yet return, bringing salvation to the Lizardmen and the extermination of the Skaven. Tehenauin will be issued with a series of unique missions, the completion of which grants access to new forms of sacrifice. When performed, these reward Tehenauin with unique banners, followers, powerful temporary effects, Regiments of Renown and more.

    Sacrifices to Sotek

    As Tehenauin and his forces win battles against non-Lizardmen armies, they may choose to mark any post-battle captives as Sacrificial Offerings. As the offerings build, they may be spent on performing the sacrifices accessed by the Prophecy of Sotek missions.

    The ultimate sacrifice: Invocation of Sotek

    The highest level of sacrifice grants Tehenauin the ability to evoke Sotek himself, manifesting an aspect of the serpent-god in battle to deal devastating damage to his foes.

    Unique Lord: Red-Crested Skink Chief

    Red-Crested Skink Chiefs are powerful melee-focussed Lords capable of leading armies, with their own unique skills tree. They may be upgraded to ride a Horned One, a Ripperdactyl, and later, a fearsome Ancient Stegadon.

    Unique units

    Tehenauin’s armies may recruit and field all-new battlefield units:

    Red Crested Skinks: Armed with great weapons, Red Crested Skinks deal armour-piercing damage. Moving at tremendous pace, they are well-equipped to swiftly outflank the enemy and strike from the side or rear.

    Salamander Hunting Pack: Powerful ranged-attack monsters that hurl fireballs, deal flaming attacks in melee and cause fear. Their high speed enables them to reposition swiftly in the field.

    Ancient Salamander: A vast and venerable Salamander that hurls huge fireballs, dealing high damage and making the target more vulnerable to further flame attacks. The Ancient Salamander also deals flaming attacks in melee and causes terror.

    Ripperdactyl Riders: Flying anti-infantry cavalry ridden by Skinks, dealing powerful armour-piercing damage in melee.

    Ancient Stegadon (Engine of the Gods): A variant of the mighty Stegadon mounted with the Engine of the Gods, which can use the Burning Alignment beam-attack, and the Portent of Warding to protect nearby friendly units.

    Bastiladon (Ark of Sotek): A Bastiladon mounted with the Ark of Sotek, able to summon a writhing vortex of poison-dealing serpents around itself in combat.

    Regiments of renown

    Tehenauin’s armies may field all-new Regiments of Renown. These are unlocked for recruitment as the appropriate sacrifices are made to Sotek.

    The Thunderous One (Ancient Stegadon): Armed with the Judgement of Xacmac ability, The Thunderous One calls down bolts of lightning to strike enemies engaging it in melee.

    Star Chamber Guardians (Temple Guard): These venerable warriors have Expert Charge Defence, Magic Attacks, and the Guardian attributes.

    Colossadon Hunters (Ripperdactyl Riders): Expert monster-fighters, the Collossadon Hunters have the Bonus VS Large ability.

    Pop-Hopak Cohort (Cold One Spear-Riders): The Pop-Hopak Cohort do not have the Primal Instinct trait, and are gifted with both the Vanguard Deployment and Immune to psychology attributes.

    Legion of Chaqua (Saurus Spears): These legendary Saurus warriors have the Shield of Chaqua ability, granting significant missile resistance to nearby friendly units.

    The Umbral Tide (Salamander Hunting Pack): Tireless and stealthy, the Umbral Tide have both the Stalk and Perfect Vigour attributes.

    Cohort of Sotek (Red-Crested Skinks): Grizzled veterans, the Cohort of Sotek are unbreakable, and have the Refuse To Die ability, which temporarily halts their hitpoint loss in battle.

    Pahaux Sentinels (Terradon Riders): These agile winged warriors have the Dodge attribute, conferring 20% Physical Resistance, and drop Rocks of Sundering, temporarily reducing their target’s armour.


  • Registered Users, Registered Users 2 Posts: 12,775 ✭✭✭✭Gbear


    Slightly underwhelmed at the number of new Skaven units, if not at the general scope of the DLC (I just pre-ordered it) but there's also details of the new free-LC on the way with additions of an Under-Empire mechanic, somewhat similar to the Pirate Coves but more extensive, as well as a Bretonnia refresh, so maybe they'll add a few units in that as well.


  • Registered Users, Registered Users 2 Posts: 43,611 ✭✭✭✭ancapailldorcha


    Yeah, it was a teency bit beh. Fairly typical looking Skaven lord while the Lizardman was very dull looking.

    The foreigner residing among you must be treated as your native-born. Love them as yourself, for you were foreigners in Egypt. I am the LORD your God.

    Leviticus 19:34



  • Registered Users, Registered Users 2 Posts: 12,775 ✭✭✭✭Gbear


    They're on-theme for each faction, and I think there's plenty of content there in general, but for Skaven in particular, there's a lot of units and characters still missing.

    There'll be another FLC lord for Lizardmen, probably announced in the next week, and it'll probably be Nakai the Wanderer, a giant Kroxigor, but possibly Gor-Rok, who's a regular Lizardman.

    That and the RoR and the new units is fine by me.

    I do wonder does it mean they're holding another Skaven DLC in hand, or will they maybe have a new faction of them for TWWH3.


  • Registered Users, Registered Users 2 Posts: 43,611 ✭✭✭✭ancapailldorcha


    I expect Legendary Lords to be a bit more unique/special/bombastic/whatever. Tretch was a disappointment for that reason.

    I hadn't realised the Lizardmen were getting more FLC. I was hoping Bretonnia might get another Lord.

    There surely can't be much more DLC on the way though I'd love to be wrong. Would be nice to see Albion, Cathay or Araby on the ME map.

    The foreigner residing among you must be treated as your native-born. Love them as yourself, for you were foreigners in Egypt. I am the LORD your God.

    Leviticus 19:34



  • Registered Users, Registered Users 2 Posts: 12,775 ✭✭✭✭Gbear


    I expect Legendary Lords to be a bit more unique/special/bombastic/whatever. Tretch was a disappointment for that reason.

    I hadn't realised the Lizardmen were getting more FLC. I was hoping Bretonnia might get another Lord.

    There surely can't be much more DLC on the way though I'd love to be wrong. Would be nice to see Albion, Cathay or Araby on the ME map.

    Well Ikit Claw is pretty cool.

    He has a sweet robo-suit, he'll have a Doomflayer and Doomwheel mount, he has a flamethrower, and he's a caster as well.
    He'll be by far the most interesting Skaven Lord we have so far.

    And he has a tactical missile skill he can use in battle, as well as detonating a warpstone nuke using the new Under-Empire mechanic, destroying the settlement above entirely.

    On the bombasticness front, previous FLCs did include some extra units, such as the Bone Giant and the Karibdyss, so maybe we'll get a Troglodon (like a Carnosaur, but quicker, and acid spitting).

    I do think the Skaven miss a few monstrous units to supplement the fairly bare Rat Ogre and Hell Pit Abomination, but maybe they'll be added in time.

    Other than a few unique units and ROR, the Empire are fairly complete, I think, as are Bretonnia, Wood Elves, Norsca, High Elves (white lion chariot is maybe the only big one, and a generic Mage Lord), Dwarves, Undead, as now will Lizardmen be.

    In terms of big gaps, I think it's only really Orcs and Skaven.

    In previous dev notes they've mentioned that they want to have a look at the WH1 factions, and for whatever reason they're looking at Bretonnia this time (rather than the more significant and commonly played Empire, or pretty underdeveloped Greenskins), but they've mentioned they wanted to give them all a lick of paint. I think they won't bother with Chaos and possibly Beastmen, with the last game likely a Chaos-focused game, they'll add all their god alignments, war machines and daemons, and it seems likely they'll be adding Chaos Dwarves then as well. But I think the rest will get a looking to.

    And it'll probably be another year until the third game at least. It was only in the VC DLC last November they first announced they were even working on the new game, IIRC. So I wouldn't write off more DLC by any means. I think Norsca was released fairly shortly before WH2 came out.

    Araby is quite likely, I think.
    Cathay will wait for WH3, because they'll be moving east to include the Ogre Kingdoms and Chaos Dwarves.
    They'd be mad not to reuse some assets from Three Kingdoms.


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  • Registered Users, Registered Users 2 Posts: 43,611 ✭✭✭✭ancapailldorcha


    Ah right. The Skaven lord was definitely the better of the two.

    Playing Clan Mors at the moment and their lack of RoR is annoying. They also seem to be missing something to cement them as a great faction. I don't play Warhammer Fantasy so I've no idea which factions are lacking in units.

    I think Bretonnia are awfully weak at the moment with Kemmler getting his own faction. The Dwarves could do with a little buffing to prevent being streamrolled by the Greenskins as well.

    The foreigner residing among you must be treated as your native-born. Love them as yourself, for you were foreigners in Egypt. I am the LORD your God.

    Leviticus 19:34



  • Registered Users, Registered Users 2 Posts: 12,775 ✭✭✭✭Gbear


    Ah right. The Skaven lord was definitely the better of the two.

    Playing Clan Mors at the moment and their lack of RoR is annoying. They also seem to be missing something to cement them as a great faction. I don't play Warhammer Fantasy so I've no idea which factions are lacking in units.

    I think Bretonnia are awfully weak at the moment with Kemmler getting his own faction. The Dwarves could do with a little buffing to prevent being streamrolled by the Greenskins as well.

    I suppose there's a difference between weak to play and weak when being used by the AI.

    The AI doesn't really know how to handle corruption. It has a tendency to just sit there for too long, It also doesn't beeline lightning strike, it doesn't set enough ambushes, it doesn't attack behind enemy forces at their untended settlements to hamper supply lines and so on.
    And Bretonnia is sandwiched between both Kemmler and Mousillon in the North, and the Dreadfleet or Clan Skryre to the South.

    So the undead build up too much of a head of steam. So if you're Ulthuan or the Empire you usually have to march over, kill a bunch of Undead armies so the Bretonnians can get a foothold and guard your flank.

    Incidentally, if that's where Ikit Claw starts in ME it'll only add to the cluster**** - they'd really need to try to send Count Noctilus towards Ulthuan instead of Estalia. As it is you have Clan Angrund, Wood Elves, Carcassone, Dreadfleet, Sartosa, and Bordelaux, Mousillion and Crooked Moon lurking about on the outskirts as well. Throwing in a top tier Skaven LL in there as well will make a very mucky theatre even worse.

    But as for playing Bretonnia, I find them to be both very enjoyable and hugely powerful.

    Their cavalry are very very strong, obviously, but Grail units just murder everything forvever, never losing any potency because they have perfect vigour. It sounds like they're going to get a buff with no upkeep for peasant units below the peasant unit cap, a change to their vows system (which will effect upkeep), improved garrisons, which will stymie the flow of undead, for AI or human players, and hopefully some economy tweaks.

    I really hope that later on, when they tweak Greenskins, they bin off Waagh armies, because the AI can't deal with them either, which is why Dwarves are getting caned, and they're mostly just annoying to use.
    I'd like to see a global Waagh bar, that is filled by doing various orc-related activities like plundering and fighting, and when you do that, you get bonuses that encourage you to go on the offensive and give you combat, recruitment and upkeep bonuses. Then you can have big cheap armies you train yourself and can control, but then you'd need to downsize when Waagh's aren't active, and revert to low-level raiding.


  • Registered Users, Registered Users 2 Posts: 974 ✭✭✭Remouad


    So just watched the trailer and my first impression is that whoever scripted it is a big fan of predator.:D



  • Registered Users, Registered Users 2 Posts: 43,611 ✭✭✭✭ancapailldorcha


    Gbear wrote: »
    I suppose there's a difference between weak to play and weak when being used by the AI.

    The AI doesn't really know how to handle corruption. It has a tendency to just sit there for too long, It also doesn't beeline lightning strike, it doesn't set enough ambushes, it doesn't attack behind enemy forces at their untended settlements to hamper supply lines and so on.
    And Bretonnia is sandwiched between both Kemmler and Mousillon in the North, and the Dreadfleet or Clan Skryre to the South.

    So the undead build up too much of a head of steam. So if you're Ulthuan or the Empire you usually have to march over, kill a bunch of Undead armies so the Bretonnians can get a foothold and guard your flank.

    Incidentally, if that's where Ikit Claw starts in ME it'll only add to the cluster**** - they'd really need to try to send Count Noctilus towards Ulthuan instead of Estalia. As it is you have Clan Angrund, Wood Elves, Carcassone, Dreadfleet, Sartosa, and Bordelaux, Mousillion and Crooked Moon lurking about on the outskirts as well. Throwing in a top tier Skaven LL in there as well will make a very mucky theatre even worse.

    But as for playing Bretonnia, I find them to be both very enjoyable and hugely powerful.

    Their cavalry are very very strong, obviously, but Grail units just murder everything forvever, never losing any potency because they have perfect vigour. It sounds like they're going to get a buff with no upkeep for peasant units below the peasant unit cap, a change to their vows system (which will effect upkeep), improved garrisons, which will stymie the flow of undead, for AI or human players, and hopefully some economy tweaks.

    I really hope that later on, when they tweak Greenskins, they bin off Waagh armies, because the AI can't deal with them either, which is why Dwarves are getting caned, and they're mostly just annoying to use.
    I'd like to see a global Waagh bar, that is filled by doing various orc-related activities like plundering and fighting, and when you do that, you get bonuses that encourage you to go on the offensive and give you combat, recruitment and upkeep bonuses. Then you can have big cheap armies you train yourself and can control, but then you'd need to downsize when Waagh's aren't active, and revert to low-level raiding.

    While it is very possible to create very powerful stacks with Bretonnia of units like Grail Knights, Grail Guardians and Royal Hippogriff Knights I do think they are still a bit weak. I don't really know what they need the AI might not be able to use the vow system properly. Hopefully this gets fixed with the patch.

    It's only Peasant Mob units who get free upkeep, not the archers unfortunately who are very useful through the whole campaign.

    I've no real interest in Greenskins but there does seem to be a clamour for them to get an update. Nice that CA are still doing this alongside the DLC.

    The foreigner residing among you must be treated as your native-born. Love them as yourself, for you were foreigners in Egypt. I am the LORD your God.

    Leviticus 19:34



  • Registered Users, Registered Users 2 Posts: 12,775 ✭✭✭✭Gbear


    While it is very possible to create very powerful stacks with Bretonnia of units like Grail Knights, Grail Guardians and Royal Hippogriff Knights I do think they are still a bit weak. I don't really know what they need the AI might not be able to use the vow system properly. Hopefully this gets fixed with the patch.

    It's only Peasant Mob units who get free upkeep, not the archers unfortunately who are very useful through the whole campaign.

    I've no real interest in Greenskins but there does seem to be a clamour for them to get an update. Nice that CA are still doing this alongside the DLC.

    Bretonnia probably aren't as balanced a faction as some of the others, even in tabletop, so I don't think there's much more content they can add to them. I enjoy their campaigns though, and will even more so if they make the early game flow a bit better and better integrate their unique campaign mechanics (chivalry, peasant economy and so on).

    You're correct about the vows, which is why they seldom have any decent armies outside of Leoncoeur who has them all unlocked. Hopefully the new systems will aid that. Of course, you don't want it to go the other way either, with Mousillon and Kemmler dead by turn 20.

    I guess they're a bit more simplistic in that they don't have the same breadth of units for the sort of combined arms warfare you see with the Elves, the Empire, the non Vampire Counts undead factions, but sometimes that's nice for a change. I'm happy bouncing between more micro-oriented, more horde-oriented, balanced, or cavalry-focused armies. They have a nice niche, I feel.
    They're the comfort food faction to me, alongside Alith Anar and Durthu.

    On the peasants thing, I hope they'll have learned from the flexibility of the undead with their free chaff armies and that's where they're going with it. I'd like a real redoing of their economy and peasant units, with a similar system to raise dead (eg, raise levies), that would give you crappy peasant and peasant archer units for free that suffer heavy attrition outside of friendly territory, and then have the barracks units, minus the peasant mob the same as before.

    It doesn't seem like they're going those lengths, but having a free peasant mob army with a free Lord (the spellcaster lords have no upkeep, IIRC), will be enough to stamp down on rebellions and fend off chaff undead armies with the help of a garrison. That should allow you to be more on the front foot earlier on and make the game less monotonous early game with them, and that's an improvement at least.

    I find the greenskins fun to play with on the battlefield but their campaign mechanics make the game a chore to me. Too much busywork and not enough orcy flavour or stompin'.

    It's really satisfying to start off with Grimgor and his Black Orcs, but they just get left further and further behind. They've poor heavy cavalry, poor anti-large, poor ranged, no flying options.

    They're missing half a dozen units (black orcs with sword and shield, quick anti-infantry monsters like giant cave squigs, more troll variants, anti-large, from either spear chukka siege unit or better cavalry, a decent flying option like a feral wyvern), a couple of heroes (Orc Big Boss - tanky, Black Orc Big Boss - piercing DPS) and another 2 generic lords (Black orc warboss, Orc Shaman Lord). They're by far the most undercooked faction in the campaign IMO.


  • Registered Users, Registered Users 2 Posts: 43,611 ✭✭✭✭ancapailldorcha


    I love Bretonnia. Grail Knights and Grail Guardians are some of my favourite units in the game. I'd just hesitate to rank them a top faction as the High Elves, Dark Elves and Vampire Counts have that sewn up.

    I think the Damsel lords did have upkeep but I'm not sure. The Lore of Beasts allows for the summoning of a Feral Manticore twice in a battle though which would help.

    Balancing is tricky, no doubt.

    Have you played tabletop? I've never been too interested in the Greenskins but I do like the look of some of their units though like the Arachnarok Spider and the Giants. Never played Wood Elves. LegendofTotalWar did a livestream with them yesterday. Their settlement system looks less than ideal but I like Durthu and destroying my enemies with missiles.

    The foreigner residing among you must be treated as your native-born. Love them as yourself, for you were foreigners in Egypt. I am the LORD your God.

    Leviticus 19:34



  • Registered Users, Registered Users 2 Posts: 12,775 ✭✭✭✭Gbear


    I love Bretonnia. Grail Knights and Grail Guardians are some of my favourite units in the game. I'd just hesitate to rank them a top faction as the High Elves, Dark Elves and Vampire Counts have that sewn up.

    I think the Damsel lords did have upkeep but I'm not sure. The Lore of Beasts allows for the summoning of a Feral Manticore twice in a battle though which would help.

    Balancing is tricky, no doubt.

    Have you played tabletop? I've never been too interested in the Greenskins but I do like the look of some of their units though like the Arachnarok Spider and the Giants. Never played Wood Elves. LegendofTotalWar did a livestream with them yesterday. Their settlement system looks less than ideal but I like Durthu and destroying my enemies with missiles.

    Nah I was never really into tabletop. I collected blood angels space marines when I was a wee tyke but the intricacies of the game were beyond me at that age. I think my older brother collected High Elves. I seem to recall some sort of elf lord on a dragon sitting on his desk.

    Wood elves are great fun to play in campaign, but again they have a really slow start. I think Durthu is better because he starts with siege attacker, gets amber-free access to their T5 units, and has better lord and faction bonuses. And he himself is a bit of a beast, especially early game.


  • Registered Users, Registered Users 2 Posts: 43,611 ✭✭✭✭ancapailldorcha


    Durthu looks really cool. I enjoy the "Rage of Nature" vibe he has.

    The foreigner residing among you must be treated as your native-born. Love them as yourself, for you were foreigners in Egypt. I am the LORD your God.

    Leviticus 19:34



  • Registered Users, Registered Users 2 Posts: 12,775 ✭✭✭✭Gbear


    Durthu looks really cool. I enjoy the "Rage of Nature" vibe he has.

    It's the perfect expression of Tolkien through a grimdark lens.

    Treebeard a hundred years after the war of the ring, where the ring wasn't destroyed, but Sauron never had a final victory, and the world has just steadily declined into more and more evil, without wholly dying.


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  • Registered Users, Registered Users 2 Posts: 43,611 ✭✭✭✭ancapailldorcha


    Looks like Orion needs Amber to recruit Forest Spirits while Durthu needs it for elven units. Decisions, decisions...

    The foreigner residing among you must be treated as your native-born. Love them as yourself, for you were foreigners in Egypt. I am the LORD your God.

    Leviticus 19:34



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