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Rapporter et oversættelsesproblem
TEB does have a strong early game roster though, and Tabletop Caps makes things much more tolerable in the late game.
It seems like TEB does well against the factions from 1 and 2 and terribly against the ones from 3, which is pretty true of every mod faction.
For total war warhammer though, the roster is missing too much i think. I just dont know where your mid-late game damage comes from. The roster is completely missing high tier/elite options in most of the unit archetypes in the game. No elite AP missile infantry or cavalry, heavy calvalry, artillery, monsters, or AP infantry damage dealers. They have maneaters, which is super cool thematically, but cant replace all that's missing.
You have 3 units of low tier antilarge infantry with almost complete role overlap, but not a single greatweapon infantry unit at any tier. There's a few mid tier lightly armored infantry units that kill low teir unarmored units well and some good skirmish cav and hybrid bow units, all of which work well in the early game but fall off later against tougher units and anything with good armor. The saving grace is maybe that there are numerous regiments of renown and unique units unlocked via the plutocracy mechanic which can fill some of these gaps once unlocked?
I just think there is too much focus on making each subculture unique through limiting the unit rosters. In a region known for producing and exporting mercenaries it doesnt make much sense that their ways of war and the troops used would be so mutually exclusive from each other.
I'll only point out a few things from the latest post.
I cannot interact with the SFO context. I don't play the mod, and I don't know what it and the submod do in terms of balance.
"You have 3 units of low tier antilarge infantry with almost complete role overlap"
sorry, no. At least in vanilla, spearmen, billmen and half-pikes all do different things despite all having sticks. For example, the fact that spearmen have anti-large is just a sidenote to their role.
" I just dont know where your mid-late game damage comes from."
Again, in a vanilla BP context, Swashbucklers can do some horrifying damage if handled well. The rest has to work together.
In general, as a player I do have long experience in the game but I will never consider myself a top APM or cheese-tier one. I can play this stuff and finish campaigns (but I *am* on the look-out for bits that stick out and could be buffed).
There WILL be ♥♥♥♥♥♥♥♥ from vanilla stuff that will pound you, but that's true for any other balanced vanilla faction that doesn't happen to have nukes or Grimgors.
1. So I was thinking about how much I enjoyed using the pikemen and I'd like to ask if they could be altered to have pike wall formations like in Medieval 2 Total War. Or at least have a defense and unit mass buff.
2. The Italio-Iberia theme is fantastic and I've got a unit suggestion. Jinets like from Medeival 2. High speed skirmisher cavalry with lets say 8 javelin and equipment similar to the real life units but with different helmets and shields than what you'd see in M2. I'm thinking the morion helmet along with shiny steel buckler shields and steel greaves to protect their legs when entering melee against foot soldiers. The rest of their gear would be simple leather vests and/oror gambesons. Less polished looking horses than the norm, go for something like the kislev kossar horses. An irregular unit available to all factions, or at least the old world factions.
3. I really think that their mercenaries could be expanded to include some elven units, custom or base units. With mengels manflayers routinely fighting in the region it wouldn't be lore breaking since he obviously sets precedent for the dark elves at the bare minimum.
Repeater crossbows and warbeasts are nice, maybe add some hawk rider archers from Athel Loren? I wouldn't be surprised to see some in the borderlands joining the humans in culling the greenskin menace to keep them from their forests. Or joining a campaign against Skavenblight.
Heck, I'd volunteer my unit for scout and skirmish work against greenskins if I was a hawk rider captain if this stuff was real.
4. Pegasai riders would be a nice elite mercenary addition, something really expensive with a unit cap of 2 per mercenary camp or region capitol.
6. A unit inspired by the Swiss Guard for Tilia and Estalia or all of them with grenades like the dwarf miner units. Basically grenadiers but in partial plate with halberds. Unbreakable with very high defense skills and a unit cap of 1 or two per level 5 Temple of Shallya. Base armour of 60, defense of 50 maybe, unbreakable, bonus vs large, charge reflect, immune to flank bonuses/maluses, and encourages nearby units with an upkeep of 400 or even 500.