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The game has come a long way in the turn time optimization department from the first launch of ME and there's mods that make the turn times go by even quicker.
also if you had a pure daemon army you they would need to decide what units will be in the first tear of each building chain for infantry that would be horrors with blue horrors being the default unit then demonetis and perhaps one of the other two units and the other being top this is because horrors will be a tar pit wile demoneties would be a mid tear damage dealer with some armour pen wile blood leters would be high damage and plague bearers would be vary tanky and have good damage
monsters would probably be furries first then flamers and fiends because it would give them some range fairly early and fiends would be good war machine hunters and flank charges but not good in a head on fight beast of nurgal would come next because they are solid and they would probably put any other monster including a dragon in the top tear perhaps even the flying plague bearers
then they would have hounds in first for cave then hounds of Korn then daemoneties on steed of slanesh seeker chariot and then screamers and the other slanesh chariot and finally blood crushers
so basically you would start of with a mixed army then go for a more Tzinch and slanesh split but end game you would be predominantly Korn and Nurgal you might take some flamers for range but that's about it they could make each building god specific but then you would probably play them as a mostly mono god well into the mid game and still end up with the late game mix from the first salutation or they would have all the infantry as tear one which would mean all their infantry would be mediocre at best.
you could argue that taking a serten lord would give units affiliated with that lords god buffs there for making those gods units more viabule but we sore what that was like with grom buffing his goblins to ludicrous levels it made his campaign kind of ridicules.
with warrior of chaos mixed into mono god factions they will have a lot more flexibility they can put marorders and/or chaos warrior in tear one and put the Daemon units in higher tears they also give the player the ability for the player to choose what gods units they want to use and they would be able to use say the daemons they prefer in the late game and still have them be competitive.
it also means more fan favourite lords.
Dark times I'm sure. Thank heavens we now live in a more sensible age
In Fantasy, there was Hordes of Chaos which was pretty much Chaos Warriors and Daemons together. Its very likely that the monogods will just be different flavors of Hordes of Chaos but with a focus on certain unit types like how Eshin heavily encourages you to use Eshin units.
We should wait and see what CA comes up with but I expect the monogods faction to essentially have the same mortal units and teamed up with daemons from the different gods.
The tabletop problem is down to variety rather than any inherent weakness in the list, and I'm not sure how relevant an issue that would be outside of ME. The monogod armies are all one-note; Slaanesh for example is a highly manoeuvrable glass cannon. It's pretty good at it - point for point daemonettes are probably the most effective glass cannons in the game, daemonic instability aside - but that's all it can really do. Both Goblins and Dark Elves can equally field high movement glass cannon lists, however they can also branch off into other directions too -gun line, big guy et al. Slaanesh can't, unless you go back into a generic Chaos/Daemons/Undivided list. It's likely why they're relatively rare on the tabletop - I'd guess most monogod lists are a result of branching off a 'main' army rather than something players opt to build from scratch.
The Chaos Gods will never work together. The problem you have from a human perspective is that they're also beings for whom 4D chess is considered too simple, and capable of pursuing long term goals measured in centuries. Combined armies of Chaos forces, even those ostensibly diametrically opposed, aren't that uncommon - it's not that they're working together, it's just that the various plots within plots happen to have called them together for reasons likely unfathomable to mere mortals.
Depends how it's done. Use a special resource to control demon recruitment, add a mutation system similar to the greenskin unit upgrade system that utilises the same resource and can only be applied to WoC units. Demons probably start off slightly stronger but don't really improve, whereas WoC units might begin a little weaker but you can specialise them via mutations. Would give an interpretation fairly close to the fluff, while also giving a decent measure of variety.
I'l explain further and rephrase my text (English is not my first language so sometimes the point i'm trying to get across ends up a bit muddled)
Since you were talking about "monogod factions" i got the impression that you were talking about what in this game is called races rather then factions. Also, just in case you really meant factions we know that they are going to do monogod races rather then factions.
As a example: High elves are a race, that has the playable factions "Eataine, Order of Loremasters, Avelorn, Nagarythe, Yvresse & Knights of Caledor" and a number of unplayable factions.
How many races there are (So for example one for each chaos god or one for chaos deamons as a whole) is irrelevant to the turn time, only the amount of factions makes a difference.
So as i mentioned at the end of the original message you quoted, if you want faster turn times what you need is less factions rather then less races, so for playable factions that means less legendary lords (since with a few exceptions from game 1, every legendary lord is its own faction) and less unplayable factions to fight against.
Having less legendary lords and less factions to fight against is something i think most would disagree with.
It is the best of times... it is the worst of times. Don't be a half empty glass kinda fella Oni!