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Rapporter et oversættelsesproblem
Zombies by comparison are /5 slashing meaning -5 to bludgeoning and pierce damage taken because they're essentially just people with no intelligence and very hardy bodies. You need slashing to cut their muscles so they stop moving. Ergo zombies are better bodyguards because they have more mass and the kinds of attacks an assassin will use are worse overall against zombies.
As with all undead, there are degrees to you can boost them to and make them stronger or faster or even intelligent. It's up to the necromancer. With skeletons I think you'd be limited by the sheer work required to make them better, you would want to bind ghosts to the skeleton to give it intelligence. A zombie just requires a slightly better intelligence, it still has a brain after all.
1. Economy seems very easy. I am not saying it's a bad thing. Allowing player to recruit higher tier units earlier makes campaign more dynamic. But is it intentional? The "Statesman" submod, though adding much flavour, doesn't seem to be particularly impactfull, although it is an early stage of campaign.
2. Battles. While the combat speed seems right, everything in Your mod seems incredibly fast moving (bar zombies of course). Historically, units, cavalry included, were much slower than we usually imagine. Here, everything is running so fast, that there is almost no room for preliminary manouevers. Gunpowder units are extremely hard to be used effectively since there is no time for shooting. Orcs or beastmen can easilly catch enemy mounted for example. I must forget about enjoying the spectacle by zooming camera, because I constanly and frantically micro every unit or press "P" button just to desparately fight for the control of battle flow.
AI lords. I expected, that for the sake of realism, lords will be toned down and they main role will be to lead, not personally sloughter hunderds of enemies. I've met Azhag on level 14, high, but not that high You must admit. And yes, he can decimate my army pretty badly. I send some cossacks, low level lord, greatswords and dwarf slayers against him, and they barely take 1/2 of his healt. Particularly the slayer disappointed me. I thoight, that they should be an ideal unit to kill single entities. And Azhag's mount is not the bloody dragon, just a poor wyvern.
3. Morale: Many units fight almost to the last men (orc, elf etc.) I've seen orc boar boyz unit with 9 warriors left, that was still attacking. It's like 1/10 of starting numbers. Shouldn't they got shattered at this stage?
4. Cavalry: I thought it will be my weapon of mass destruction (what can You expect while playing Kislev after all?) but no. How to use them effectively? Rear charges on frontally pinned units should obliterated them. Not really. Orcs, even lower tier seems almost unbreakable. Also, archers in the open field should melt after heavy cavalry hit them. Again, not in this case. How many rear charges should one made to break greenskins morale? Why on earth goblin spider riders can fight toe to toe against empire knights?
Rant done. Thank You for reading. Most of this post born from frustration after the last big battle. Azhag's orcs. The numbers are almost equal, but I have 7 cavalry units althogether, plus 4 gunpowder shooters not to mention one slayer and one greatsword unit. I tried few times. Not only I got beaten, but it seems I got no real answer to them. They just charge and obliterate my troops easily. I agree - orcs should be deadly in melee. But, as I said, rear churges, guns, unit of bears, slayers... To no avail.
Regards
1) Economy early game is at its easiest, end turn many times isnt that interesting, but as you expand that 4500 a turn injection becomes less and less impactful, and as the game progresses it can be much harder to manage. Corruption starts piling up and expansion is somewhat limited to keep expanding coffers.
2) orcs and beastmen can only catch if cav are caught out, with light cav at double the speed and even heavy at 1.5x approx. Gunpowder is hard to use, theres no doubt about that, but it is possibly the single most impactful thing in the game in levelling the playing field. Personally I find, and my usual advice, that the if the flow of battle is too frantic, its because the frontline is overcommited and too much of your army and with too few units in reserve and away from the main force to respond to whatever starts to go wrong - this goes more as kislev than as most as they are a very mobile force that lives by not engaging till they are ready - personally as them i like to start in a line but as the enemy bear down, pull back the centre of light units and draw the enemy into a U, if it is plunged deep enough (depends if they follow and how fast they are) then guns or cav can flank them in that U. Lords i have allowed the fact that it is warhammer to excuse the single man being potent - slayers will typically rinse azhag though so i assume they were tired, aggressive units suffer most from fatigue so remember to rest them. best to send a single unit at a time and let the others rest.
3)on morale, units expect people to die. Shocks are the name of the game, any spike damage, flanking, decisive charges, gunpowder etc are massively effective but grinding down the foe makes them a frog in boiling water, at every point theyre better still fighting than turning backs and dying without a fight, its only when things hit the proverbial fan that that risk becomes worth it.
4) Cavalry im surprised to hear that in that ive never heard anyone say that before, cavalry are an incredibly potent force and often make or break a battle. Light cav against orcs though wont do much as the mass difference isnt huge, while against human and smaller theyre significantly more impactful. Goblin spear riders will certainly lose to empire knights, but that poison damage will add up and heavy charging lances arent great for that fight, the light spider cav will tie up those knights and trade up decently, and possibly snatch victory in the right conditions e.g ina forest, fatigue dependant etc. Small note here that archers are people with bows rather than a purely missile troops, you can expect them to be poorer than melee troops but not simply melt.
Orcs are a formidable foe, and azhag is especially good at repelling cav - his passive ability from the crown giving him higher intelligence gives the orcs around him a better chance at organised fighting so repel cav much better. If you can get gunpowder sussed, thats one of the best ways to fight orcs though, especially big uns and black orcs who will krump kislev melee fairly consistently. if you have 7 cav, make sure you keep at least one resting for deciscive moments.
On waaaagh, the combat steroids are down, it aids with fatigue through the sheer love of battle and is oftemn used to get routing units back, which again makes me think fatigue management is the thing thats missing
It breaks the realism when archers are 20ft. behind the front line and just stand there not shooting. I've adapted with them, but I still heavily lean toward a central turtle defense rather than a single long line. But, some units are downright useless it felt; namely artillery. It felt really underwhelming and cheapened what was supposed to be this cool unit.
Overall, i'm about to play a Wood Elf campaign and see how I adapt or how the mod's changes change their strategy. There's value in having to re-do strategies which is important when you have over 1200 hours in the game.
Its neat work
1. why are cannons accuracy not improved by manual aiming?
2. Why are cannon and mortar shots coming out at such high speeds? It seems gravity barely affects them now. Blackpowder (the propellant in question) has a muzzle speed of around 250m/s and from the era in question even lower. In TET the shots are more like 800+
3. I found some graphical errors with overcast rain of lead
4. I was able to beat dwarf greataxe infantry using TK spearmen. Is this normal?
5. Why are you able to access regiments of renown so easily?
6. When playing as empire, triggers for reinstating elector counts or forcing counts to hand back settlements don't trigger. These are core WH empire mechanics.
7. I had beastmen raid a distant settlement of mine, it generates 50gp per turn. They were raiding it for 1000gp per turn. This is possible if they're damaging the buildings in the settlement, but my global income went down by 1000. Why? That doesn't even make sense, the settlement being raided isn't worth that much.