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To me, it's not about choice, but rather efficiency. I mix melee lords with caster heroes and caster lords with melee heroes, so I can achieve balance in my armies and I am able to make use of all strategic options.
That being said, the overseers are indeed way better lords, but you won't always be able to pick the perfect combo, because you're limited by economy and unit limits.
Yeah so do the hero casters which also buff artillery and heal them, and while the flare pistol they have is cool it takes 10 seconds to fire and only effects one unit at a time.
Magic is already very versatile, bringing 2 schools of magic only increases the versatility. besides between the tower and the tech bonuses their magic is quite powerful.
enemy lords and monsters die to your guns, if one gets through than there are always a spell or 2 that can do something about that. there is no reason to fight enemy lords or monsters in 1v1.
overseers have insane buffs btw, grand tactician gives all nearby ranged units a 10% reload reduction and +9 melee def.
in its sky lantern it also has shieldbreaker shots which make your ranged units more effective and it has eye of the dragon which gives your units across the map +4 leadership.
max out inspired defense for a temporary +60 accuracy and +40 reload skill, use this on any artillery you feel most needs it, combine this with their grand tactician skill and it gives it +50 reload reduction, not counting harmony bonuses. with harmony bonuses this comes to a +68 reload reduction.
if you ever wanted a fire rain rocket or grand canon that shoots as fast as ratling guns than this is the leader for you, and with +60 accuracy that grand cannon will be even more accurate than a team of snipers.
for extra dmg output you can use an alchemist to cast your chosen enchanted metalurgy on said artillery, it provides it extra dmg output for a set number of seconds, the faster you can shoot the more use you get out of this skill so it really combines well with the magistrate.
The Overseers have some good skills but I think they are close enough to be situational rather than one being strictly better.
Sometimes when I need to 'emergency reinforce' a town that already has a lord recruiting in it I'll just straight up hire another chorf sorcerer lord to stand there and turn the tables, has worked out every time.
Edit: And the lore of Hashut is just amazingly destructive.
Edit again: And as for the economic bonuses the non caster lord provides, gotta say, of all the factions the chorf economy is the most easily manipulated into a powerhouse. Tend to hit tier V within the 40-50 turn area, but already steamrolling economically by like turns 20-30. Wouldn't count those bonuses as too useful past early midgame.
This is a good point. Usually I'm an advocate for combat lords being better than the wizard lords for most races, but when you've got a beefy wizard lord that doesn't fall over to a stiff breeze, the ability to reinforce a town with a magic user is really handy.
I'd still say outside of some niche cases, though, combat lords in general are better than wizard lords for one simple reason: combat lords are usually much stronger than combat heroes and usually get better mounts as well. Compare that to wizard lords vs their hero counterparts and there's not such a big gap in power. A hero wizard can generally do everything a lord wizard could do in combat with some exceptions for races that give the wizard lords really good mount. But even then, you may as well have a super beefy combat lord on that awesome monster mount with a hero wizard staying safer and casting away.
Wizard lords are also a fine choice for some races early game where it's hard to get more wizards early on. You've got some races where you just have more important buildings to get before the wizard one, or the wizard building is hard to get early game.
That has very little to do with the Chorf DLC and more to do with wizard lords in general for reasons I stated above.
Also a great point. It's one of the things I always liked doing with Bretonnia in WH2 with their no supply lines. A bunch of perfect vigor lords slapping the **** out of everything was fun.
Okay sure I would agree that having one leveled as an emergency reinforce lord is good but at the same time you'd have to level one up to that in the first place, and yes with their mount their pretty powerful (overseer only gets lammasu not bad though) but you can basically get the same from a hero unit.
I don't think he means a leveled up lord when he's talking about an emergency reinforcement lord. It's just a throwaway lord you hire to help save a vulnerable town then dump him. Chorf sorc lords do work pretty well in that regard, especially if you don't have any other wizard available to aid the town that turn.