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And this might sound like a no brainer, but also try fiddling with unit scale. If "their spells evaporate entire units" try bumping the unit scale up to large or ultra. Spells are less effective at larger unit scales.
Meanwhile I'm being charged by other large monsters that I can't account for, and I'm doing so little damage to their mortars that they just switch up targets on the rest of my infantry as i pick away. It feels like being nuked by Skaven repeatedly the whole battle and I just watch helplessly as everything goes up in flames.
AI targets arty then hammers usually, I tried luring them around with the lord but no luck as its an underground battle, might just have to eat the auto resolve costs but I have no idea how else to win.
the general idea is that with the staggered melee units + ranged/artillery support you can cause the enemy to group up because they move all their units at once. if their artillery starts targeting your melee units it should be the first ones in the formation which should cause friendly fire to them and mitigate the damage it does to your own troops. their artillery + a tight grouping + your own fire support should allow you to kill most of their melee units, rush their artillery position (if it hasn't wasted all its ammo), and preserve most of your forces.
you would need to get the AI to advance upon you for this to work (you might be able to do this with ur lord distracting their artillery and bringing up your artillery to target their frontline).
No idea really what to do about the spells though
But on a regular map with the mortars you might need to get them to move up against you, get their attention for something and use rangers/miners (preferrebly rangers) as some sacricifal lambs (Units with Vanguard & Stalk). Shoot arty and get them out, miners might just have to stay there, manual fire for rangers only. If their artillery is taken out then they need to be bunched up for maximum effect for your artillery.
Ofc depends a bit on how the map is.
The annoying part with the WH-games in comparison to other TW's is at the artillery itself is extremely sturdy for some reason.
You'll be able to deploy right on top of them.
Not sure if tunnel/underway battle would be helpful to you if it's their range being main issue but tunnel battles are GREAT for forcing enemy cav/monsters to have to charge a gun line.
Good luck!
It's called the gyrobomber. It's maingun will absolutely demolish a mortar.
Deploy as far back as you can so the mortar needs to get to you first. Swoop around wit gyro's. Flank the enemy army. Profit.
Strollaz rune makes them quite quick at getting at the enemy artillery line. Heck, you can deploy behind them on the ground so you're hidden at first.
Master rune of Grungi if you're worried about hobgoblin archers.
Other then artillery and infernal ironsworn, nothing in the Chaos Dwarf roster is efficient against Dwarfs. Their monsters are fodder for slayers, it's not even close. Let alone thunderers. In Dwarf vs Dwarf melee combat, hammerers decimate anything the Chaos Dwarfs have for infantry.
In missile unit's, Hobgoblins lose horrible due to low AP. Blunderbusses will do very little, due to being outranged 160 vs 90. Fireglaives have no shields, so they too lose in general to Dwarf missile unit's.
If you're worried about spells, know that there's a item you can craft "Gatekeeper's helm" which gives the lord / hero that uses it a 20% spell resist aura. (and 10% missile resist even).
This will make Dwarf unit's under it's effect have a 55% spell resist.
Chaos Dwarfs are more then manageable as Dwarfs.
If I were in a high end MP gme.:Gyro copters would be a must.
No expert sure... My hours in game are real.
I think though via AI you could use them to snipe their Art.