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So far in the game, getting the webways is easy, keeping them against count enemies who immediately swarmed the entire map, a whole lot harder. Shining Spears are great but gods do they take a lot of friendly fire damage.
The Ulthwe Rangers are absolutely grand. Their Long Range Magic ranged attacks make light work of many units and Dark Reapers.
Absolute downside is the steep cost. Trying to keep Melee Units like Banshees and Shining Spears from the aoe damage of well, everyone else is a challenge and they seem better off in an army composition of defenders and dire avengers where the lack of aoe and scatter keeps them from being mulched. I do admit, the lack of vehicle and flying units makes having to traverse woods and mountain very cumbersome and when fighting enemies on Count Difficulty, means you are at usually 3 armies in a corner vs everyone. In my seed I'm currently at like year 16 slowly picking off these stray small armies and capturing citadels square by square.
The Warlocks are an absolute must and getting level 3 Astrology Magic for 80 gems of any color is an absolute steal. My favorite unit of yours has to be the Autarchs. Without them mass summoning the various Aspect Warriors would simply be far too costly and massively helps build a viable army to ward off all these raids.
Though I will say this. Trying to fight off a Count level Dryad Queen, constantly spamming forests and her ability to spam commander units, plus some rituals to just grow more woods, tends to make her very, very, very dominant in the map control game. Thankfully woodland creatures do not have the power of being bulletproof.
I genuinely feel like some Exarch stuck in a Deathworld where all the wildlife want to wear my entrails, and it's awesome.
My favorite part by far is the lore blurbs by the Presumably Dark Eldar Archon. It just oozes bias with just a hint of respect for their more restrained cousins.
One major suggestion, if you have not already, is have some healer characters like bonesingerst to cure curses and afflictions, the limited troops makes getting hit by a dozen curses and effigies incredibly painful.
I ended up adding the chop forest ability to all Eldar if only for the sake of having a method of counteracting the absolute ocean of greenery.
If Shining Spears had Fast like other calvary units in game I think it would do well to help with Eldar Mobility and map clearing. At the very least it would help with patrolling citadels when there is no nearby webway gate.
The Shining Spears lack Fast mainly as a compromise for them having float + fly. An army solely comprised of units with all three is next to impossible to catch, which makes for a very frustrating multiplayer experience, at the least.
Healing is interesting to note. I don’t think the vanilla game has a way to remove curses at all, not sure about afflictions being removed by a buff, aside from regen buffs. A healer unit isn’t really planned for them, partially because they don’t really have a ‘medic’ unit on tabletop for non-vehicles/wraiths, and partially because my wider modpack doesn’t have a ton that does direct afflictions aside from just murdering you.
I’m curious, since you mention spamming forests- are you playing with any other mods enabled, or just the Eldar?
Now while there isn't a way to remove curse, and I assume giving Eldar Curse Resist would be a bit much, there is surprisingly a Medic mode, in Kill Team. In Kill Team there is an Eldar Model called the Soul Wear that does heal models.
As for the forest spam, one thing I did add was the support units mod that allows players to through expensive rituals build towns, cities, forests and mines. Because I usually never get a chance to use said commanders, this just means I end up giving a way for the AI to have Even More Economic Power. It's uh, it become A Lot To Deal With.
One suggestion I do have is boats, Is it possible to have a repurposed Eldar Boat so we can transport troops across Elyium's shores? Other mods already have ships move at fast speed, so that could make for an interesting advantage for the Eldar since ships by default are Slow.
That’s probably good to note, in regards to the mod list. At the very least, the faction is probably performing at a good level, if it’s standing up to higher ai levels with economy mods on. Unsurprisingly, the mod was mostly intended to be played against my other Warhammer mods.
FFA
Large Map
Early Age
Count Ai
Enemies
- Dryad Queen
- Senator
- Barbarian
- Scourge Lord
- Enchanter
Mods
- Craftworld Ulthwe
- Support Units
- Anti Suicide Base Defense
- no npc third party invasions such as Bandits/Spider Queen/Ant Hills/Invasions
It took about 30 years or about 360 turns but I can earnestly say I never felt "rich" in any capacity. It took quite a while for the rng stars to align to get me the much needed exarchs to rapidly fill out my forces and keep the more swarmy ai from stealing back everything.
I am certain a more skilled player than I could find a better composition, but the one I found to be the "best" was having the 1st rank 20 Fire Dragoons, 2nd and 3rd rank Dark Reapers, 4th and 5th rank ulthwe minor casters and Eldar Rangers and leading them Exarchs suppported by a Warlock. The Dragoons can melt the front lines of any other group allowing them to compensate for not the the beefiest stats and their line attacks shreds everything. Dark Reapers just have so much aoe damage and range that they can decimate most other armies in the game by themselves, rangers are able to get the first volleys to thin rank and the constant buffing and minor attacks and confusion from the warlocks does massively in improving survivability while the Commander Warlocks can help carry with their Tier 3 Astrology Magic.
Dark Elder: Mechanic similar to that of the Drow matriarch with upgrading via sacrifces to simulate the feeding on souls/pain/life essence / several 1 turn buffing rituals / all via sacrifces
Khrone/ World Eater/ Mechanic similar to house Redoran/ the commanders upgrade via standard resources and how many corpses are on the actual field
Orcs: can build orc mushrooms field where freespawn units: can plan their own musrooms everywhere giving freespawn: gretchin, proper orcs and squids/ commanders can upgrade again like House redoran (perhaps sometimes those freespawn are of the indendent faction to simulat the constant infighting), can uprade their freespawn in citadels and or with rituals by corpses to simulate the growth via battle