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If you're new, I'd start on normal difficulty; The AI doesn't get smarter as difficulty goes up, it just gets a resource advantage. The type of AI is more significant IMO. I'd start with defensive or standard AI because aggressive AI often declares war before expansion is finished, which I find irritating.
Some Warhammer nations are intentionally more powerful than others (main Chaos factions, Lizardmen, High Elves, Nagashizzar are all supposed to be very strong).
Typically you should use whatever AI setting you're comfortable with from the base game.
Some of the stats feel very arbitrary. In particular Map Move stat of Dwarven Miners is 20, which is ridiculously high for a short legged humanoid. For comparison Bretonnian elite heavy cavalry in Grail Knights only get 18, and their supposedly light and fast Mounted Yeoman get the same 20 as miners. If we compare it to some other infantry unit, Wildwood Rangers of Wood Elves get only 12 map moves, while being almost twice as fast as miners in tabletop (3 vs 5)
Where do you get inspiration for stats from? Is it some edition of tabletop or Warhammer TW?
Either way the dwarfs feel unnaturally fast on the map while being very slow on the battlefield.
It isn't even consistent within their own roster. Some dwarfs like Trollslayers and Clansdwarf Crossbows have the same or higher Combat speed as Miners (7/8 vs 7) but lower Map Moves (16/18 vs 20).
Your Combat Speed stat feels logical and more consistent with Warhammer TW than Tabletop, but Map Moves feel completely random:
Miners WWRangers GrailKnights
Combat Speed 7 12 21
Total War Speed 28 38 75
TT Moves(8th Ed) 3 5 4
Map Moves 20 12 18
If you wanted to reflect the Underway usage this way, then I think Miners having Mountain/Forest/Swamp/Desert survival + Snow move is already more than enough. And if you did, why did Rangers or Waywatchers (also 5 speed in TT), who are faster than cavalry in TT, are literal masters of moving in wilderness and can also use Worldroots to fast travel, barely get a half of Miners' speed. Bretonnian mounted Yeomen are just plain sad with their 20 map moves, while other factions light cav gets 24/28. The only unit on the Bretonnian roster who is barely faster than the puny Miner is the Pegasus Knight (24 map moves).
Bretonnian mounted Yeoman have the standard mapmove for riding horses. Other factions simply have faster mounts than riding horses, generally, like wolves, elven steeds, steppe horses.
So tired of mages autocasting some useless buffs 5 times and dropping unconscious, instead of casting cool spells from the mod like Soul Quench or Fury of Khaine
Yes, that's intentional. Shadow Walkers are theoretically there to lead Shadow Warriors.
I don't know much about that mod so I don't know if it's compatible, but if I were doing spell weighting it would only be for the new spells, the mod isn't intended to change the base game.
All of your early troops are absolute garbage that doesn't stand any chance against even militia 1-on-1, and if they prevail in a battle through sheer numbers, they now need to be moved back to your capital to heal! The base game interface doesn't support such mechanics, so you need to manually check all of the skeletons to see how much HP have they lost. Sure, the later vampire commanders are very powerful thugs and mages, but by the time you get them to start _really_ expanding, the whole map will be already taken even by Standard AI.
The only possible strategy seems like "no scales, no bless, single awake expander".
There's lots that can be said on this topic but I think the best place to ask is the Sombre Warhammer channel here:
https://discord.gg/HPfqzKD22a
You can also try in the other discords, where there are quite a few warhammer players.