Total War: WARHAMMER III

Total War: WARHAMMER III

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Anubis Aug 24, 2022 @ 6:51pm
2
Helman Ghorst is unkillable. (Not a literal but in a figurative way)
Fun using him, terrible fighting against him. He does not die. Any luck killing him manually?
Last edited by Anubis; Aug 28, 2022 @ 2:07am
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Showing 76-90 of 150 comments
Faptor Aug 28, 2022 @ 12:56am 
Originally posted by Radiant:
Almost like faction wide buffs are faction wide.
Thanks, tips!
Without you we'd be totally lost to the finer workings of the faction
Fey Dragonette Aug 28, 2022 @ 1:00am 
Originally posted by Faptor:
Originally posted by Radiant:
Almost like faction wide buffs are faction wide.
Thanks, tips!
Without you we'd be totally lost to the finer workings of the faction

I'm getting that vibe
Desitri Aug 28, 2022 @ 1:11am 
honestly, get your biggest monster in your faction and send him towards ghorst, the monster will plow through the zombies and the zombies will do diddly squat to it. You can send 1-2 (lord and monster or lord on monster) to run over ghorst, and zombies are not special when ghorst is dead.

when i say plow, i dont mean send your monster to kill zombies; i mean kill ghorst.
Last edited by Desitri; Aug 28, 2022 @ 1:12am
Anubis Aug 28, 2022 @ 2:00am 
Originally posted by Faptor:
Originally posted by Anubis:
So in my campaign I went full last defenders of the whole world
If your playing Lizardmen please give me some tips. I tried but lost mazdamundi by turn 3 and rage quit. >.< I used to be a god with them but now I suck.

I am still trying to fully comprehend the game physics, as this game engine does not follow the same laws as previous total war installments such as high vs low terrain and projectile trajectory (gunpowder weaponry having a very pronounced arch. I am no expert on the matter, but I could point out a few things I have learned with the roster. Lizardmen to me is a very oppressive counter attack faction, that punishes openings that you have to create or the enemy does. Thin main lines to surround your line, gets punished by dinos and skinks, cav first to bait my units, gets pinned by a carnosaur, skink and then trampled with a few dinos. You try to rear attack my slow saurus, you get pinned down and counter with dinos, which are very punitive. The worst matchup is ranged AP damage, with a high tier anti large infantry, but thank the old ones for skinks.

Damage values and armor are a bit overrated imo, I do value speed, and leadership more, as you could break any unit and the power of deciding when and where to fight is far more powerful than any plus minor armor.

Mazda makes temple guards cheap which makes a temple guard viable. TG attack motion takes 4.1 secons, which is slower than saurus with spears, but they are harder to kill, which favors a tighter, square formation to have the least amount of units exposed to the enemy. Between each line of melee infa, you could have some poison inflicting unit attacking the enemy from the exposed flank as a result of surrounding your square formations, which weakens them greatly. From tier 1, poison is abuse, from tier 3 it is necessary. Magic could be used to penalize their support units, their cav or to crush their infa, depending on the army, but in any matchup make sure to have an answer to their line, support, cav and heroes. Whichever links is the weakest, fill it his magic.

The only reliable units with some speed that could stop cav are the dinos, but they are not the optimal match, which is actually your saurus with spears taking them out. So the match is one of momentum and timing, and the grind of the LM roster is good, but crushing their leadership with a well placed attack is far better, which is the secret with skaven. Your heroes are also good for pinning down units, but make sure to replace them with the proper matchup to maximize damage. Lizardmen are slow, but the enemy could also be slow if poisoned ;)

However, it does seem that the changes made do value flanking and bracing has been fixed for the most part. That being said, it depends if you want to roleplay and do have a sense of balanced armies to spawn several across the map and fight different matchups with the same army and the type of LM you are using.

Geomantic web is really useful but its benefit is not evident, specially if you do ally your neighbors which increases the strength of it. Increasing the web could lead you building anything in one turn if you do switch to the alignment of monuments, which is a good buff to your eco, specially for the blue buildings. Also, take advantage of the alignment of war, if fighting a more powerful enemy, DOW them and retreat to your lands, use the ambush buffs and the alingment of war (one turn prior, so plan ahead) so you could get the damage buff. For example, having a 5 turn building that produces 600 gold per turn built in 1 turn grants you 3000 gold due to the Geo web is a good eco incentive. The percentage increases do scale up nicely.
Patch 2.0 tried making LM cav useful, but they are big and clunky and their attack mechanics plus their charge values (even with tech) does not justify investing in them for the rear damage, you could perform far better with flanking infantry, and eventually some dinos.

A balanced army will comprise of the 3 lord types with 3-5 saurus with spears, 2-3 chameleons, 2 fire leech bolas, some dinos (contingent upon the amount of the aforementioned units) and some ranged AP in razordons. Fire is not as useful as most of the factions are fire resistant unlike before, and the attack motion has some splash damage that causes damage to your units and interrupts attack motion on your units, plus the razordon AP damage outperforms the salamanders. Skinks for Skink based armies and Saurus General for their respective as well. A skink army will be a good one for kiting enemies, which will create unorthodox build with razordons. Having fast moving dinos could punish any fast melee towards you. It is good against most factions that dont have strong main lines or terrible support. It also works on circumstances that render, their support and cav useless, such as jungles or sieges. Later you will want the bigger dinos to counter serious units and a few saurus to do some damage control in the form of anvil (3-4).

Saurus build makes sense for endurance matchups, skaven blobs, heinous factions, such as ogres, or orks, or any army that could close you fast and grindy. Saurus armies could afford cheaper support but do also require fast units that could pin, either flyers or cav. Saurus jobs are not to outmatch the enemy. Blessed saurus with spears are godsend for this army, as they could benefit from the forest strider ability and outperform anything.

The skink roster is the path to follow unless you are Last Defenders, because of the discounts. Skink javelins is the optimal early line infantry as it has shield, some speed and poison, which is useful in combination with your damage dealer armies to impart as much upfront damage as possible. The Red crested skinks are very bad to deal significant damage even whilst flanking, so I avoid them.

Bastiladons are great but they are not necessary the optimal choice early on, Solar engine is useful to poke the enemy into attacking as well as compensating for the lack of focus damage on single entities on the roster. The ark of sotek is good if you are running without poison units to fill in more melee or running on a small army, which is useful for crowd control and to ease your saurus casualties.

Poison damage reduces all attack values by 15% which makes it a deadly combo with saurus when fighting armored anti large high tier infantry, such as chaos, or chaos spawns. Not only spitting at the enemy from the rear them harder, but also makes them weaker, and they do take out higher tier units with just saurus spears with shields.

The other bane of the LM army is sniping single entities, such as flying lords or magic ones, ofc in a cost effective way. Kroq Gar is not as powerful as W2 and you do need him fighting other things, and when facing armies with several Wyverns, Dragons or Flying mounted lords we struggle. I think that makes Beast magic viable, for the protection and for the missile.

Fire leech bolas are the optimal units, based on testing, they outperform in gold value and casualties. Magic toads could prove to be a viable option but given how weak magic is I fear that the cost reduction and unit optimization in Skink and old saurus lords prove to be a viable option. Beast magic is really useful to inflict great damage, specially against Tzeentch or vampire coast, due to the manticore that could take some damage and inflict pain in their rear line.

Skink based armies are not designed to ambush, they lack upfront damage as opposed to a saurus mob spawning in your face, and maybe always charge against gunpowder units if battling in a open field, which you should not. Charge with everything and then at the last second bypass infrantry and charge the rear with the dinos, they do not care for infantry.

Avoid Kroxigors, they do not perform in any circumstance that I could ever thought when testing them, they are expensive and too vulnerable. A saurus with spears and chameleons will kill a chosen with spears (the expensive one) and Kroxigors did not perform well even when flanking. Total dissapointment. There is so many amazing things left unspoken, formations, AI behavior and sieges, but I gotta try and be prudent lol. I hope this might help you in any meaningful way.
Darth Alpharius Aug 28, 2022 @ 2:06am 
Regen stops when they are on fire
Redmacinton Aug 28, 2022 @ 2:09am 
I hate that vampire lord i tried to play as nurgle but because of that lord i cant even get past him or even kill him.
Eldi Aug 28, 2022 @ 3:08am 
I see the goal posts have shifted again...

:steamfacepalm:
identity Aug 28, 2022 @ 5:38am 
Originally posted by Crowkeeper:
Trying to have a legitimate discussion is essentially impossible, as id demonstrated.
Lol
Elizabeth Aug 28, 2022 @ 6:59am 
Having played a bit as Ghorst, he's absolutely busted AF right now... but he shouldn't be nerfed. There are ways to deal with him, and his campaign in the current state is an absolute work of art in the meme levels. 60ish turns in on normal, with 20 armies of 20 stacks each and spitting out 2-3 more a turn most turns now, drowning cities in a tide of thousands of zombies each. Plus just for extra fun I buddied up with Cathay and sometimes put a few squads of Crane Gunners behind the horde, cause who cares if they FF a few zombos, some of the bullets will hit enemies too. It makes a great break from the more stressful campaigns where you can just screw around doing silly stuff.
Faptor Aug 28, 2022 @ 9:58am 
Originally posted by Anubis:
this!
You are awesome!! tyty
Your post should be stickied. Thats the single most informative and well thought out/ well written post ive seen.

Once again, Thank you! just firing up the game and going to give Mazi another try.
Anubis Aug 28, 2022 @ 10:56am 
Thanks for the kind words, I am passionate with total war games and do love talking about this whenever I can. Astromancy is your clairvoyant power, with it you calculate when to switch to ambush or the province alignment. I find it optimal against non artillery armies (or some dawi forces) so you could vanguard deploy skinks in a checkerboard formation and spit them in the face. If they follow thru just pull back the first line and let the second one spit as well, rinse and repeat, if the AI does not want to cooperate, force engagements with chameleons.

Recruiting with the ritual saves you time, and could make the difference between ambushing and not.

As for force routing, skirmishing at once at a single unit, whilst casting some damage spell and then stomping with heroes and/or dinos will break units which gives you the momentum to overwhelm the next unit and continue force routing the crap out of everything.

I guess you could also spawn a doomstack if needed but I would advise you against it, specially if you wish to help out neighbors fast. They are too expensive and not cost effective, you could rather have to skink armies taking settlements and forcing combat with your LL.

Also, do not hesitate to use buffs on your units or debuffs on enemies if the situation arises. Damage spells have a hidden cost of opportunity, which is a potential loss of a unit and momentum in a fight in hopes to compensate later on with damage, assuming your spell does not cause collateral like chain lighting.

In sieges you are usually king, specially when dividing to conquer. A major settlement usually is filled with infantry, which makes it a terrible matchup for saurus except some factions. Have wall breaker units spawning in all the walls you could possibly tear and have a major army acting as a distraction for your skinks to infiltrate and flank. Some settlements do have the juicy capture point debuff in a convenient spot that could be captured with 2 chameleons. As for the dinos opening walls you only need for the enemy to commit troops to those walls, away as possible from their main forces but you do not engage with those units. Once you split the enemy thin with this you could dictate the path of least resistance, either thrugh magic, saurus on walls or break in with dinos causing trample and staggering their support lines and close in with the infantry. Alternatively, you could take their walls and spit at their faces to force a matchup or do a combination of both.

This does not work in all settlements, yet I have to play all of them. Remember the best fight is the one you avoid, so if you could cause havoc with skinks and skirmish whilst avoiding combat then so be it. As for armies in settelements, I do personally prefer to starve them out and force the sally, as I do enjoy open combat.
Anubis Aug 28, 2022 @ 11:10am 
Another hole in our roster is the lack of control in creating armor, banners and weapons. Imbuing fire or magical damage to a carnosaur or to a skink could prove greatly useful to your armies. Hence my esteem for the skink chief, for the healing and for the item finder percentage increase, which will help your armies quality in the long term.
[. . .] LEON Aug 28, 2022 @ 11:26am 
Just bait him into attacking one of your settlements and autoresolve with a better army. If you're having trouble, just abuse the fact that autoresolve doesn't calculate his regen power correctly.
Anubis Aug 28, 2022 @ 11:33am 
True, auto resolve is more generous than the portions served by toxin tractors. In the run that it warranted this post I switched the whole army just to get rid of him, went all firebat on his ass. I could not bait him since I was already the most powerful faction and had hordes of ogres, druchi and skaven coming from afar to just attack me.
SetaX Aug 28, 2022 @ 11:50am 
Originally posted by Eldi:
Some content creator posted a video so it must be true...

Ignore the click bait video.
Split up his force.
Use AP and ranged to bring him down.


I see this thread has already suggested it.
'but total war dude says'.... /Sigh.
Don't ask for help/tips if your going to ignore the answers. Maybe go ask that dude you like?
WTF?
First of all Ku'gath right next to him got ♥♥♥♥ all ranged units, especially early game. I got into a battle with him at turn 25 with my mostly nurgling army against his corpse cart, mortis engine, million zombies, 2 monstrous infantry..... everything took FOREVER to die. At the end Helman was still on full HP regrdless of me getting him down to half HP beforehand and sent EVERYTHING I had left to kill him., Ku'gat, hero, Beast of nurgle....all units was on him. It took them about 2 minutes to kill him on the highest battle speed. Just Helman himself.
You should stop calling people ignorant. Helman is ridiculous mate.
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Date Posted: Aug 24, 2022 @ 6:51pm
Posts: 150