Total War: WARHAMMER III

Total War: WARHAMMER III

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Butter Bot Jul 30, 2023 @ 6:37am
In campaign, ork are busted
So I think I am objectivelly correct when I say that orc are the strongest race in the campaign map.
They got good reconstitution, good economic building, very good sacking reward, very good growth, very good duelist heroes and okish spell casters.
They can also confederate other orc by beating their main lord.
On top of that they have the waagh wich basically double all of your army and give insane buff.
They also have early game armor piercing and ranged.
The only downside they have is often bad relationship but you just stomp so hard that it doesn't matter.
I just can't find huge flaw to this faction.
I am wrong.

edit:
They also have a huge recruitement capacity
edit 2;
Precision for the newcommers, I am talking about player-controlled orc
Last edited by Butter Bot; Jul 31, 2023 @ 2:37am
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Showing 1-15 of 39 comments
Fryskar Jul 30, 2023 @ 7:02am 
They are good, but i doubt they qualify for the strongest.

They can snowball quicker than most others, but aren't too special with the rest.
Fryskar Jul 30, 2023 @ 7:06am 
In general, they got poor ranged, mid arty and rather low to mid power cav. Their casters, while OK are hardly breathtaking and very limited in lorepicks.
They got decent to good inf as well as monsters.

Their whaaagh is nice, but you get rnd, not red line buffed units as well as a movement penalty. The whaaagh buff isn't insane. The in battle activateable LL whaaagh is very strong, but also very limited.

Having early game AP is nice, but not exactly unique.
Last edited by Fryskar; Jul 30, 2023 @ 7:07am
Isaac Jul 30, 2023 @ 9:11am 
yep. orcs just have so much money, they get alot of money from post battle loot, from raiding, from sacking, and they have one of, if not THE best economic building. and sinse orc armies are, in general, not AS expensive as other armies, you can have sooo many armies very early
Aleera Jul 30, 2023 @ 9:37am 
Every single faction is busted once you utilize them correctly.

Greenskins just have a very low skill ceiling in campaign. (Aka easy to learn and master)
Falaris Jul 30, 2023 @ 9:42am 
I find Wurzag quite strong - foot of gork for, I think, 9 WoM is a bit insane.

But the orcs are far from broken good. I don't think any nearby faction has real trouble defeating them, except possibly Tomb Kings' starting armies, which tend to be quite anemic. In a setting where everything is 'broken good', nothing is.
Butter Bot Jul 30, 2023 @ 9:58am 
Originally posted by Falaris:
But the orcs are far from broken good. I don't think any nearby faction has real trouble defeating them,
I am only talking about the situation when you play as orc
Butter Bot Jul 30, 2023 @ 10:00am 
Originally posted by Rianne:
Every single faction is busted once you utilize them correctly.

Greenskins just have a very low skill ceiling in campaign. (Aka easy to learn and master)

Nah if you play think like dwarf they only have a strong army everything else is bad except public order.
Fryskar Jul 30, 2023 @ 10:06am 
Originally posted by Butter Bot:
Originally posted by Rianne:
Every single faction is busted once you utilize them correctly.

Greenskins just have a very low skill ceiling in campaign. (Aka easy to learn and master)

Nah if you play think like dwarf they only have a strong army everything else is bad except public order.
Good regular economy and item crafting?
Orcs have extremely good campaign mechanics, but not as strong battle power. They rely heavily on melee to generate waaagh and with demons and magic attacks being abundant....that doesn't really go to well half the time.

Orcs are the standard of a well designed faction which you will find...maybe 3(?) in this game

they flow very well while most factions rely on cheese and exploits.
Last edited by 🆂🆈🅽🅿🅰🆃🅷🆈; Jul 30, 2023 @ 10:25am
Goose Jul 30, 2023 @ 10:26am 
what are you even smoking
Butter Bot Jul 30, 2023 @ 10:31am 
Originally posted by Fryskar:
Originally posted by Butter Bot:

Nah if you play think like dwarf they only have a strong army everything else is bad except public order.
Good regular economy and item crafting?
I forgot about the item crafting wich is strong.
The economy early game is just mediocre and making one of those building mean that you can't make the growth one tier one wich is bad because they probably have the lowest growth in the game
Originally posted by Butter Bot:
they probably have the lowest growth in the game

Correction: Has the lowest growth in the game.
Last edited by 🆂🆈🅽🅿🅰🆃🅷🆈; Jul 30, 2023 @ 10:38am
Cacomistle Jul 30, 2023 @ 10:57am 
Originally posted by 🆂🆈🅽🅿🅰🆃🅷🆈:
Orcs have extremely good campaign mechanics, but not as strong battle power. They rely heavily on melee to generate waaagh and with demons and magic attacks being abundant....that doesn't really go to well half the time.

Orcs are the standard of a well designed faction which you will find...maybe 3(?) in this game

they flow very well while most factions rely on cheese and exploits.
I don't think they're well designed. Their units get too many buffs, their base income is already high, but then their armies literally just pay for their upkeep in post battle loot and newly acquired settlements. If your armies can pay for themselves, then there is nothing can threaten you.

In other words, they're too op. Increasing the difficulty slider makes YOU stronger... which makes no sense. Not even Khorne should get even 50% of what greenskins get on VH/L in post battle loot.

Oh and everyone hates them, so if you don't recruit a billion armies and snowball to 60-70 settlements 40 turns into the game, 5 separate ai factions sit in your territory sacking your settlements every turn.

To be fair that's more a game design problem than greenskins specific. Post battle rewards should be lower on higher difficulties, including experience. And they are not the only faction who trivializes the game to the point it doesn't even feel worth playing. But... not every faction is designed in such a way that the only possible way you can not snowball is if you intentionally roll over and die, so its them too.

The only positive is they're not a ranged faction, so they have to actually play their battles to get decisive victories. Dwarves for instance you can just set your army up and then go afk, and that's already enough to win a "pyrrhic victory" auto resolve with near 0 losses.
Last edited by Cacomistle; Jul 30, 2023 @ 10:58am
Basarab Laiota Jul 30, 2023 @ 11:07am 
lots of factions are busted in campaign, so what?
You gave a lot of good reasons why they are well designed.
Originally posted by Cacomistle:
their base income is already high
Actually their base income is below the average, what makes you not notice is there sack potential. aka Their actually economy. Which is not only lore accurate, but leaves you open to a lot of aggression since attack means committing, which leads to exanding...which leaves you open.

Originally posted by Cacomistle:
Oh and everyone hates them
But wouldn't that be double edge sword? that means that having a strong military economy makes sense. since diplomacy is non existent. so war is your only avenue, and worse, war from everywhere.

Originally posted by Cacomistle:
The only positive is they're not a ranged faction, so they have to actually play their battles to get decisive victories.

Which means their units aren't OP like rattling guns or zombies with herman...once again they are actually in a fair place.

Your complaints break down into that everyone else suffers, while orcs are competitive on every difficulty. I don't see how that's a problem. That sounds like good design.

I don't think think greenskins are OP, they are on par while everyone else is super weak.
Tech tree actually makes the faction stronger. Lords can buff their units well in categories that matter. They don't really have a "end all be all" unit. Nor does their faction play style support it. Which creates anti doomstack mentality. Which when the greenskin rework came out was HUUUUGE and unheard of.

Basically the goals that make a good faction are all here.
  1. Can handle their campaign start locations
  2. Needs to fight tough battles
  3. Has to take action to remain competitive
  4. Scales well with difficulty while asking more effort or understanding of mechanics on higher difficulties

In my eyes they are the standard, a good example of what to do to make a faction fun but rewarding for playing the way as it's inteaded. instead of trying to go against what you suppose to by design because of necessity. In the words of man much greater than me...It just works
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Date Posted: Jul 30, 2023 @ 6:37am
Posts: 39