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Losing half of the Blunderbusses to a unit sounds bad. A difficult to replenish convoy army no less
They never did replace their losses quite like I could, of course, and eventually, my Flammable Host won.
I thought the interplay between faction mechanics both tactically and strategically was pretty fun and interesting. After the initial shock of their high cost, elite troops wore off, I saw they were well balanced in the campaign.
And yet the Blunderbusses were never even wavering and killed off most of the attacking army in that battle.
They need to be nerfed in some way, period.
Example A:
Ratling Guns have: a) speed advantage, they are faster; b) range advantage; and c) DPS advantage. bonus, they can inflict "suppressed" debuff, which slows the target. Therefore, Ratling Guns should be able to kite Blunderbusses all day without taking 1 point of damage. I have personally done this in my campaign and have not lost any single entity in that Ratling Gun unit. (versus chorfs). Skaven in general hard-counter the Chorfs so much, it's not even funny.
You need to learn the advantage your units have to use them properly, you just can't expect to right click and sit there hoping to win, that's just not how this game works, and then come to the forum to complain "omg Chorfs OP!!!11"
Example B:
What were those 3 Greenskin stacks made of? There's plenty of context here that's missing. What units did you have in your army, because, again, you can't expect to win any fight just because you have a numerical advantage. unit types matter a lot, as do tactics and positioning.
Was it a siege battle? Towers can rack up a lot of kills in those...
And you also mention there was a Chorf army defending, besides the garrison. What was in that army?
Again, it doesn't matter if you outnumber the enemy 3-to-1 in a fight, if you have a crapstack made of Tier 1 Goblins, you're probably gonna lose...
Not sure how new you are to the series, but there's a few things that might seem they are bad design or counter-intuitive, or unbalanced. And you can argue that, but imo that's a different topic altogether.
SOME (not all) AI factions in this game have access to higher-tier units from the start, either because of lore reasons or because the AI has to be offset by some advantage to make up for its stupidity. They can't recruit more of them, they just start with a specific composition.
I am going to take a guess that you tried to attack Zharr Naggrund ? That settlement is basically the capital of the entire Chaos Dwarf race, and its controlling faction has a strong army from the start... because it's supposed to be a very fortified place. It would be lame if you could take it from turn 1 and have to fight only hobgoblins, there has to be some sort of indication that that's a stronghold that basically has only ever been controlled by Chaos Dwarfs and serves as their seat of power.
As for the comparison with WC3, not sure if that holds up. WC3 was thought from the start to also be a competitive multiplayer RTS, which this game is definitely not.
Think of it this way, you have certain challenges in the game that are posed either by specific combinations of units/factions/races going against you, or other such factors, but they are not even matches all the time.
As a player, you always have a way to find some advantage to exploit that the AI cannot fathom, which is why most people (myself included) consider the AI in this game to be very weak. It is not always clear what that advantage is, and there is no cookie-cutter answer. The beauty of this game is realizing what your specific situation is (tactically and strategically) and coming up with solutions that maximize your gains.
As for your example that "if this had been a multiplayer game" -- well, if it had been a multiplayer game, then your opponent wouldn't have had access to Tier 3 units from the start, that's just the AI.
Agree with this. Blunderbuss have a great shot and are tanky but slow as all hell, so offensively takes a lot of micro to put them into a damage dealing position.
Chorfs are definitely not OP. Ikit, Grom, Taurox, and Alarielle are good examples of OP.
They can't run away that good and can easily be out flanked. Send in some scrubs in to melee them , then another unit in their flank. Almost instant delete
You do know you don't have to blob up your army and go directly into their line of fire right?
just started a campaign with oxyotl an oooh hell, he is still insanely op. wocs look like cattle if you fight em ^^
insane artillery + great single entity tanks + massive magic.
to op to play em and have fun.
similar issue with oxy, as i just had to realize picking him...
As a player vs AI, they are strong. Just like every other faction.
When playing against them(you vs AI), they have a lot of weaknesses you can exploit, just like every other faction.
Always laugh when people try to be all smug and arrogant only to have it blown up in their faces just because they don't bother to actually read what they're commenting on.