Total War: WARHAMMER III

Total War: WARHAMMER III

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Doomonyou Oct 10, 2022 @ 6:37am
Purpose built Forts (Fort Sol, Helmgart, etc) are sadly weak
For a major purpose built, non-civilian fortress, a level 5 fort of this type is pretty pathetic. The garrisons are weak, the fact that they don't start with massive defensive supplies is silly (they are purpose built fortresses designed to expect constant attack...they don't stockpile supplies?). These types of fortresses should be really fearsome to directly assault. Only the most doomstack multiple army crusades should be able to brush aside these forts once they are level 4 or 5.
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Showing 1-13 of 13 comments
Beytran70 Oct 10, 2022 @ 7:07am 
Also did they ever fix the issue where Greenskins and stuff can just burrow right underneath them?
zxxzmute Oct 10, 2022 @ 7:09am 
Originally posted by Beytran70:
Also did they ever fix the issue where Greenskins and stuff can just burrow right underneath them?
I do not think that is an issue, it is just a game mechanic and it makes sense
identity Oct 10, 2022 @ 7:12am 
It's just another settlement that makes an army lose half it's troops to take and stalls them for a few turns before they can actually hit your territory. If you want them to be impregnable fortresses, I think you're missing the point of what their function is.
identity Oct 10, 2022 @ 7:13am 
Originally posted by Beytran70:
Also did they ever fix the issue where Greenskins and stuff can just burrow right underneath them?
This is not a bug. There are many factions that can bypass obstacles with movement.
Beytran70 Oct 10, 2022 @ 7:13am 
Originally posted by zxxzmute:
Originally posted by Beytran70:
Also did they ever fix the issue where Greenskins and stuff can just burrow right underneath them?
I do not think that is an issue, it is just a game mechanic and it makes sense

It is an issue because it makes half or more of the forts completely useless. The ones in the Empire are all most likely to be helping you defend against Greenskins, maybe Wood Elves, or even Dwarfs. All of which can completely bypass them. I'm not talking about the fact you can go around them, that makes sense, but you can go directly underneath them which seems kinda dumb. To be honest though, like OP said, I think the forts aren't very useful to begin with. No idea why they even added them.
Doomonyou Oct 10, 2022 @ 7:48am 
The biggest issue is that they are NOT cities. They are specifically built fortifications. But they seem to have none of the stuff you'd need to stop the obvious enemies they are designed to keep out. Its fairly easy to burrow under them, but frankly its also easy to crush them. A level 5 fort costs many thousands of gold, but if you watch enemies attack one in a siege they don't even need to make siege towers or rams. Most later game armies can take them fairly easily or come damm close without you in there micro managing to the Nth degree with every little trick. by levels 4 and 5 They should have murderous garrisons (volley guns, a steam tank, lots of handgunners, etc). The towers alone should be absolute murder and they barely can get in 2 shots on most enemies before they are standing on top of the curtin wall.

This is also true of the Elven Home Island fortress. the Maxxed out Forts should be well nigh impregnable to any even good army.

this should not be how Cities and Towns are, but the actual military forts should be hell on earth to directly storm.
Fendelphi Oct 10, 2022 @ 9:09am 
Originally posted by Beytran70:
Originally posted by zxxzmute:
I do not think that is an issue, it is just a game mechanic and it makes sense

It is an issue because it makes half or more of the forts completely useless. The ones in the Empire are all most likely to be helping you defend against Greenskins, maybe Wood Elves, or even Dwarfs. All of which can completely bypass them. I'm not talking about the fact you can go around them, that makes sense, but you can go directly underneath them which seems kinda dumb. To be honest though, like OP said, I think the forts aren't very useful to begin with. No idea why they even added them.
If they use the underway, they might get intercepted(and if defeated, means total destruction).
Underway stance also has much shorter range compared to an army in march stance(and sometimes even regular stance).

As for the Forts themselves, they are easily fortifiable, if you have an army(you dont even need a full stack to make it effective). The benefit compared to a regular settlement is that most armies are forced to engage it, and that losing it means minimal economic disturbance.

Point is, they do slow down "would-be" invaders and raiding armies, and their garrison and layout is above average compared to most settlements.
Ashley Oct 10, 2022 @ 10:05am 
Well I win my fort fights easily. Almost Heroic Victory every time. Maybe you have a skill issue? As for underway yeah that's what underway and beast paths factions do but everyone else has to go through the fort or around.
Zeek Oct 10, 2022 @ 10:10am 
Originally posted by Achungus Amongus:
Well I win my fort fights easily. Almost Heroic Victory every time. Maybe you have a skill issue? As for underway yeah that's what underway and beast paths factions do but everyone else has to go through the fort or around.

I force-withdraw my non-spear units to avoid fort doom stack cheese.

Real gamers only need spearmen to hold the walls after all
Ashley Oct 10, 2022 @ 10:15am 
Originally posted by Zeek:
Originally posted by Achungus Amongus:
Well I win my fort fights easily. Almost Heroic Victory every time. Maybe you have a skill issue? As for underway yeah that's what underway and beast paths factions do but everyone else has to go through the fort or around.

I force-withdraw my non-spear units to avoid fort doom stack cheese.

Real gamers only need spearmen to hold the walls after all
It's a lesson the Dawi need to learn again soon.
pascal.difolco Oct 10, 2022 @ 10:45am 
Originally posted by id:
It's just another settlement that makes an army lose half it's troops to take and stalls them for a few turns before they can actually hit your territory. If you want them to be impregnable fortresses, I think you're missing the point of what their function is.
If it can't be developed as a settlement and has poor garrison, it's just useless garbage
identity Oct 10, 2022 @ 10:46am 
Originally posted by pascal.difolco:
Originally posted by id:
It's just another settlement that makes an army lose half it's troops to take and stalls them for a few turns before they can actually hit your territory. If you want them to be impregnable fortresses, I think you're missing the point of what their function is.
If it can't be developed as a settlement and has poor garrison, it's just useless garbage
Only certain races can bypass it, others will have to attack it to get by, which will delay an enemy army, like I said. It's not worthless. Several turns is more than enough time to get a better defense in the area.
Hieronymous Oct 10, 2022 @ 11:00am 
The one and only purpose of these forts is to keep out filthy Bretonnians.

Bypass by orcs and especially Dawi is within functional parameters.
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Date Posted: Oct 10, 2022 @ 6:37am
Posts: 13