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Zanilos
Posts: 443

Re: Warhammer Total War

Post#31 » Sun Jun 19, 2016 9:51 am

Radious mods are amazing, Chaos dwarfs ;)
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TenTonHammer
Posts: 3806

Re: Warhammer Total War

Post#32 » Sun Jun 19, 2016 11:01 am

Zanilos wrote:Radious mods are amazing, Chaos dwarfs ;)
And also massively lore breaking

Black orc arrow boyz
Chaos warriors riding horses throwing javalins
And confusing, orks have like 500 different shock calvary

So I've been struggling with this game because it's my first tw game, any one got a moment to awnser some questions about chaos and greenskins?
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Joan
Posts: 671

Re: Warhammer Total War

Post#33 » Sun Jun 19, 2016 11:54 am

TenTonHammer wrote:
Zanilos wrote:Radious mods are amazing, Chaos dwarfs ;)
And also massively lore breaking

Black orc arrow boyz
Chaos warriors riding horses throwing javalins
And confusing, orks have like 500 different shock calvary

So I've been struggling with this game because it's my first tw game, any one got a moment to awnser some questions about chaos and greenskins?
While there is not exactly present in the lore a reason against Black Orcs using shootas, one could think that, because of their martial mentality, which not only sets them apart -psychologically- from the rest of their fellow Greenskins, but also because it allows them to actually plan strategies, the Black Orcs themselves would refrain from using bows. Orcs are not good archers, that's a fact. Why use a weapon you're not proficient with instead of using the good ol' choppa you're used to?

Regarding to Chaos Warriors riding horses, I think you're referring to Norscan Marauders riding horses throwing axes. I doubt the frozen wastes of the northern provinces are suitable for growing horses, but....the unit is there.

Let's continue with Greenskin cavalry.

Boar Boyz + variants.: Standard tier 1 Cavalry, good cost / effectiveness ratio. Especially effective in the early stages of the game, against slow stunties. Unless many other forms of cavalry, Boar Boyz are "decent" in prolonged engagements. Still, keep charging with them. Replace them as soon as you can with...

Tough 'Un Boar Boyz + Variants: Same as the above, but improved. These should be used mid game up to late. Beware of projectiles, they will krump cav pretty fast, especially bullets.

Savaj' Boyz Boar Boyz + Variants: These guys are the elite cavalry of the Greenskin WAAAGHS!, but, stay alert. They fill a very specific role: archer / light armored units hunter. Savaj Boyz are naked; as such, they are INCREDIBLY vulnerable to projectiles. On the other hand, they're extremely good in melee (but NOT in prolonged engagements, where they will die rather quickly). I think they also cause fear in the enemy, too.
Krumlok, Black Orc Boss of da Deathskull Tribe:
"Some day, all Choppas become savaj boyz." - Krumlok 2015

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TenTonHammer
Posts: 3806

Re: Warhammer Total War

Post#34 » Sun Jun 19, 2016 1:31 pm

Joan wrote: Regarding to Chaos Warriors riding horses, I think you're referring to Norscan Marauders riding horses throwing axes. I doubt the frozen wastes of the northern provinces are suitable for growing horses, but....the unit is there.
Nah man i literally mean the straight upgrade chaos warriors on horses throwing javalins unit

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I dont think any WoC would do that, though i dont think anyone should use them over chaos dwarf ranged units now

Any way thanks for the pro tips about chalvery mind i i ask you some more greenskin stuff? Note that i use radious mod so feel free to make suggestions from its unit mods as well

Firstly what units do you suggest for dealing with ranged fast calvery like maurader horseman, pistolers, outriders and wolf riders on high level armies? I encounter stacks with like 5 ranged fast cav, so should I build like 5 spider riders?

For greenskins what's the best arrow ranged unit? Wolf riders, goblins, night goblins? I dont use orc arr boyz b/c of poor accuracy trait

some advice for greenskin play though bar use grimgor? I feel overwhelmed on them, ive had a couple of playthrough so far cause i feel overwhemed by the dwarf stacks and gorfang, i kill gorfangs stacks and try to take out red fang settlements and confederte but then thorgrim shos up with hi 20/20 tack so i have to redirect my attention and then next thing i know gorfang sacks a couple of my lowtier concurred settlements and uses it to get free fightyness for a WAAAGH

How soon should I start confederating? lots of people say its important to do so as soo as possible but i feel like i have over extended
Because i started off with chaos, the whole settlement defense thing is a pain, that too deciding what to build where


So i want to ask about what turn i should really start applying pressure to the empire as chaos?

Here is my story so far after dealing with the sarting settlements and krazk drazk i turned back to the empire and killed some stacks and sacked both praag and the voystegen then i turned back to finish of the vaarg once and for all so the norscans could all focus on the empire

now its turn 54 im in the doompeak area and their are multiple kelsiv stacks, spamming agents killing and sacking all the norscan tribes.

I dont know what i should do, should i just ignore the vaarg and focus on harassing the empire next time?
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Toldavf
Posts: 1586

Re: Warhammer Total War

Post#35 » Sun Jun 19, 2016 1:44 pm

Best way to play the chaos campaign atack all the Norse tribes to awaken them then immediately after attack them again to subjugate thwm. This will give you 4/5 vassals before turn 50 and will ensure 100% of their attention is focused against the south men (if you don't make them your vassals they will just fight each other all game).

These army stacks will then poor south and you can use them to shield your hoard and direct them from the diplomacy screen.
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-

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TenTonHammer
Posts: 3806

Re: Warhammer Total War

Post#36 » Sun Jun 19, 2016 2:57 pm

Toldavf wrote:Best way to play the chaos campaign atack all the Norse tribes to awaken them then immediately after attack them again to subjugate thwm. This will give you 4/5 vassals before turn 50 and will ensure 100% of their attention is focused against the south men (if you don't make them your vassals they will just fight each other all game).

These army stacks will then poor south and you can use them to shield your hoard and direct them from the diplomacy screen.
thats what i did mainly through my campagin except its easier said than done, firstly if you attack then subjugate bearsoling off the bat, this triggers the kelsiv ai whom immediatly send stacks agasit you, this is how my first campagin playthrough failed at 18 turns, i got cornered by the 2 stacks from kelsiv and the 20/20 dwarf stack from krazk drazak

subjugating bearsoling and aesling is easy since they have only 1 settlement but the skaeling and vaarg whom have 7 or more settlements is a pains taking process to sack then raze through while fighting off army stacks in fact thats how my second campagin failed at 94 turns becuase i got sorrounded by 3 vaarg stacks near the doompeak area

i selttle for non aggression with the skaeling and finish the vaarg but the problem is that like i stated if you dont push the empire they consolidate and come for you
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Joan
Posts: 671

Re: Warhammer Total War

Post#37 » Sun Jun 19, 2016 3:10 pm

Regarding dealing with fast-moving enemy cav units as Greenskins
You can either use (in order of priority).
A) Trolls, which are pretty cheap, decent and fast.
B) Savaj Boyz' Boar Boyz -if you manage to get them off-guard-
C) Night Gobbo Archers

In my high tier armies my army comp goes as this

2x Arachnarok Riders: Used for Flanking and taking care of flanks / reinforcing the main line if needed
2x Giants: Used for Flanking and taking care of flanks / reinforcing the main line if needed
2x Doomdiver Catapults: VERY useful arty for hitting heavy-armored enemy units like Ironbreakers, Dismounted Reiksguard, Chosen, etc
2x Night Gobbo Archers: Just in case the enemy shows up with air units. The only reason I use archers at all is because of N. Gobbo's poison. Otherwise, Greenskin archers are subpar compared to other factions.
6x Black Orcs with Shields: Main line, will receive and deal the most punishment. They are basically tanks, like in RoR.
4x Black Orcs with 2H: Assigned to the flanks, will help the giants / spiders in the flank-krumping.
2x Savaj Un Boar Boyz: Very specialized role: archer / light cav hunter.

In my Greenskin Campaign I didn't confederate. Not a single time. It's just not worth it imho. Just krump your way to glory and stunty riches. What I did in my Grimgor campaign was to make another stack as soon as I could then send it to Karaz Eight Peaks, which is controlled by a Night Goblin Tribe. As soon as you get near Grurfang's border, he will show up and hopefully attack your army. Now you'll have an open land battle to win; if you win, Grurfag's done. After that, I moved Grimgor's stack to exterminate High Rock (or w/e is called Grurfang's settlement).

Also, remember to use Grimgor as a frontline unit. Grimgor is, actually, the 2nd best melee hero in the game, equal with the Slayer King and only beaten by Kholek. Seriously, Grimgor stomps Archaon, uncle Franz and Von Carstein easily. Once you upgrade him, he can take on at least 5 regiments by himself.
Krumlok, Black Orc Boss of da Deathskull Tribe:
"Some day, all Choppas become savaj boyz." - Krumlok 2015

Krumlok's Visual Guide to Dyes -Custom Dyes Preview UP-

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Toldavf
Posts: 1586

Re: Warhammer Total War

Post#38 » Sun Jun 19, 2016 3:29 pm

TenTonHammer wrote:
Toldavf wrote:Best way to play the chaos campaign atack all the Norse tribes to awaken them then immediately after attack them again to subjugate thwm. This will give you 4/5 vassals before turn 50 and will ensure 100% of their attention is focused against the south men (if you don't make them your vassals they will just fight each other all game).

These army stacks will then poor south and you can use them to shield your hoard and direct them from the diplomacy screen.
thats what i did mainly through my campagin except its easier said than done, firstly if you attack then subjugate bearsoling off the bat, this triggers the kelsiv ai whom immediatly send stacks agasit you, this is how my first campagin playthrough failed at 18 turns, i got cornered by the 2 stacks from kelsiv and the 20/20 dwarf stack from krazk drazak

subjugating bearsoling and aesling is easy since they have only 1 settlement but the skaeling and vaarg whom have 7 or more settlements is a pains taking process to sack then raze through while fighting off army stacks in fact thats how my second campagin failed at 94 turns becuase i got sorrounded by 3 vaarg stacks near the doompeak area

i selttle for non aggression with the skaeling and finish the vaarg but the problem is that like i stated if you dont push the empire they consolidate and come for you
If you can defeat those stacks early you can place a hero or 2 in the zone directly south of the bearsorlings this will raise corruption and make them very hard to attack
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-

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Scrilian
Posts: 1570

Re: Warhammer Total War

Post#39 » Sun Jun 19, 2016 3:55 pm

Finished all campaigns for long victory on hard, too scrub 4legendz though.
Vamps are by far the easiest to play.
Just stack some heroes, Spirit Leech lords / Fate of Bjuna high tier units - you just can't lose if you go with main army of Crypt Horrors(most broken unit in game) with meat shield, esp. with another lord with 20 stacks of zombies+skeletons&bats.
Raising dead after massive battles offers instant recruitment of high tier units, like Hex Wraiths or Terrorgheits even if you are no where near close to doing so in the regular way.

Fully upgraded Vamp Ladies are borderline OP with huge dps, lifeleech, aoe heal every 45, death magic and flying mount. Followed closely by necros with 2 extra Raise Dead stacks and Gaze of Nagash for SL+GoN Lord oneshots.
Wight Kings are a disappointment with no flying options and mediocre statline and are usefull only to deploy in provinces increasing corruption and public order in my opinion. And Banshies easy-to-get Assassin perks and huge campaign sight are just too good to embed with your armies.

The most annoying thing is the way the quest battles are placed on the map, meaning that you have to walk through dawi/grobbi infested uncorrupted lands all the way to Karak Azgal with Manny the End Timer.
And having to constantly fight rebels that pop in uncorrupted regions that often try to raze your lvl3+ cities in a single turn.
Вальтер Рыжий RU => Gaziraga BW, Valefar WL, Lovejoy
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ex-Greenfire/Invasion RvR leader
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TenTonHammer
Posts: 3806

Re: Warhammer Total War

Post#40 » Sun Jun 19, 2016 4:20 pm

Toldavf wrote: If you can defeat those stacks early you can place a hero or 2 in the zone directly south of the bearsorlings this will raise corruption and make them very hard to attack
got any suggestion if youve done the archaon campagin for the slayer of kings quest battle? i went it and when i saw then vs army screen the enemy had 4 armies, i freaked out :?

when you say hero do you mean an agent? how exaclty does the whole spread corruption thing work?

@krumlock

when transitioning from orc boyz to blorcs what intermediate unit do you suggest using? cause their are a bunch like bloody sun boyz, broketooth armored boyz and iron claws or tried and true big uns? , here the thing btw what purpose do spear units serve? it says anti large, o if the enemy has no monsterous units their use less compared to other SnB units?

Also ive been told that DW units are better vs infantry, between black orcs with great weapons and da immortalz whom are dw BO's which are the better option? and when using GW infantry you want them to hit the fanks and rear right?
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