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Well first off their melee damage is like 80% armor piercing, and they get a lot of bonuses to melee. That's why trying to use them like flying Gutter Runners is wrong because you just waste all your ammo and the battle never ends.
This is what you get from tech
Vaul: +10 Armor
Loec: +10% Missile Resistance
Kurnous: Weapon +10% / Charge +15%
Estreath: -10% Upkeep
Khaine: Cause Fear
Anath Rema: Bonus vs Large +5 / Missile Strength +10%
Drakira: Melee Attack +6 / Leadership +8 (Ambush)
Hukon: +5% Speed
Nethu: +5 Leadership
Addaioth: +25% Fire Resistance
Wisdom of the Ash: +33% Ammo
Wisdom of the Yew: Reload Time Reduction +15%
This is what about every Lord can get
Rain of Spines: Reload Time Reduction +8% (Heroes get an extra version of this)
Speed of the Hunter: +15% Speed
Wings of the Forest: +9% Weapon / Charge +12 / Reload +8%
Swift & Sturdy: MD +5 / Weapon +12% / Charge +12 / Missile Strength +12%
Obscuring Canopy: +10% Missile Strength (Ambush)
And this is exclusive to the Sisters of Twilight Doomstack
Dusk & Dawn: +10 MA / +15% Charge Bonus / -15% Upkeep
Masters of the Aeries: 10% Physical Resist / -10% Upkeep
Otherworldy of Spirit: 5% Ward Save / +1 Volley of Kurnous charges (all armies)
Then you also want to craft the Dreaming set first for the Sisters, which gives another -15% upkeep and +15% Replenishment, means you have a main stack of Hawks which costs almost nothing and has nearly capped replenishment rate very very early in the game. Probably there's some other bonuses i can't see right now.
Now if you look at other faction's combined bonuses from tech, they usually get like +10 armor for a unit type and that's it.
Then there's the way how Wood Elves work strategically. Example last game i wanted Alith Anar as buffer in the north and "helped" him a little bit. By razing every settlement from virtually all other factions in the north. Or capturing and selling some of them.
You can get like 60k gold per razed city, means unlimited gold for as many armies as you want. Quite frankly the only limit is the Roots travel cooldown.
Every Lord at rank 6+ also adds +1 Global Recruitment Capacity, so you can raise whatever army you want anywhere on the map within a few turns. One Bird Doomstack not enough? Send two or three. Or build any of the other ground-based armies with Treemen and Dragons.
Oh and all the lists above don't even take into account that you can and should add some Forest Dragons to your Hawk Doomstacks.
Does this work though?
I know it says "you have to *land* or you will lose" but I tried landing with a single flying lord and they still broke. I think you still need to have a non-flying unit on the field.
(This was a couple patches ago and I haven't tried it since. Did they change it?)
Oh my God im simply just sit here laughing out loud.
So because your way of cheating is already fixed you complain here?
Man this is the most hillarious Jester farming i've seen for a long while.
IF you really insist on fielding a "MOSTLY" airborne Army, do what the others told you. Field one Hero, i go for a small one on foot and hide him.
And the ground units are there for a purpose, they prevent airborne cheating by standing their GROUND... you know this word right? Hold your GROUND? Sounds a Bell? And now please grow some Whatevers have a nice day and do what really expirienced Players above told you.
Flyers got uses still
Should be removed.
All the units in the battlefield gets a leadership debuff that keeps increasing at every x seconds.
-1... -2... -3... ... -80... -81.. etc.
Eventually everything will run away.
How is fielding a lord with 90% damage resistance, spells, regeneration, and the sword of khaine fair?
How is a doomstack of Necrofex that will shred most armies before they get near you fair?
How is using a doomrocket to wipe half the army before the battle starts fair?
Total war isn't about fair its about winning and it always has been.
Oh sorry, I thought this was another announcement from Rob Bartholomew.