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That is very thematic, logical, and exactly what you would expect from an Undead army.
On teh other hand, you need only snipe teh Lord, and they will start to crumble even outside of combat, except for a few select units.
they die
whats worse, your units running for a little while or just dropping dead
just get a little sad and they die
and once they are dying they get sad because dying isnt fun so its impossible to pull out
undeath isnt a positive its a mayor penalty thats easy to exploit
thats why they get a campaign buff that lets them recover a bit because they always lose everything unlike mortals who get a second chance
now demons also need a compensation for that massive penalty of not being mortal
Vamp Counts have no Ranged, TKs have the slowest unlocking tech tree and obnoxious unit limitations, and Vamp Coast needs tech quite a bit to get some good Melee Infantry and any Cavalry at all.
Undead factions are some of the most balanced in the entire game, and Tomb Kings is literally playing with both hands tied.
You should not be having any issues facing them, unless you are not building your armies properly, and are still trying to depend on basic units.
Daemons need no compensation, they all have plenty of Mortal units now, to complement the Daemonic units, and hold off that decay autolose inevitability.
also not have a red line in your lords
no
What?
They don't get cav at all and their tech doesn't unlock units.
The way to play Daemons, is to not go fully into Daemons, at least until you have powerful enough Daemons and Lords to buff them.
This makes a lot of Lore sense too, seeing as full on Daemonic invasions always had to be preceded by a lot of cult activity, and rampaging Mortal armies hitting the region in preceding years.
Mournguls and Rotting Prometheans act as faux Cavalry for Vamp Coast, bot need higher up building chains, which is a Tech Tree, Tech does not necessarily mean Research.
Cylostra also gets ghost Bretonnian Cavalry of 3 varieties, if I am not mistaken.
Evn the Mourngul Haunters (Heroes) can effectively act as Cavalry, since they get 28 basic Charge Bonus, +30 with skills, and can push around Infantry like no tomorrow, exactly like Heavy Cavalry can.
Techtree is that stuff you research, not building tiers. It also makes no sense to even bring up as all factions need to do it.
so no, it doesnt make sense to have both in the same place
Most factions get Cavalry (or equivalent) much sooner than VCoast, so you can easily bully those Zombie Pirates around, early on. It is not until T3 that Vamp Coast starts getting decent armies.
All Undead factions are gimped to Hell and back, for the benefits of not retreating. Vamp Coast may be the least gimped of them all, but it still is.
Undead are super balanced in this game, except fot TKs which need buffs to troop limits on many of their unit unlocking buildings.
Making the player depend a lot on god-dedicated Mortals at the beggining, makes a lot of Lorse sense.
Barly any monster has shields, many are larger and easier to hit, most are slower than cav, most got better MA/MD, but lower charge.
They can try to perform the same role, but would be better off if not played exactly like cav.
From what i'm hearing of MP, undead are rather not gimped, but overtuned.