Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Battles are the same as the campaign, hit and run. run your chriots in circles, have ungor raiders shoot a few times then hide.
Once again, youre playing beastmen. taking settlements is irrelevant, pick easy battles and get your bestial rage up so you can get a second army, and have one army hidden all the time so that you can't lose the game.
Like army comps (screenshot)?
Turn?
Difficulty?
Mods involved?
Usually if all your stuff is running away, you're heading for a phyrric victory or defeat.
Taking and holding the/both victory points should be a victory, doubt it changed recently but i usually win by killing them off.
Herdstones aren't any more or less weak when you build them in a minor settlement...not to mention I think you get more gold overall razing a city than building over it for BM.
Anyways, i just tried the start myself (again) on Normal / Normal, to make sure we're on the same page.
Turn 1: Merge the Bray-Shaman into your army, attack the WE army. This should always be an ambush and you should be able to win this with close to zero losses.
Note that the enemy archers are invisible and always march at the end of the column.
> Place the Minotaurs, one Gor Herd (Shields) and two Ungor Spears on the opposing side
> Place the Bestigors on the left so they face the enemy Lord, and the remaining Gor / Ungor units in a line towards the end of the enemy column (your Raiders don't matter)
> Place Khazrak on the left flank and the Gortusk Chariot on the right flank
> Optional: Hotkey both sides into two groups
> Start the battle, have all the infantry melee units march forward to completely surround the enemy force (Khazrak attacks the enemy Lord, your Shaman casts Spirit Leech on him)
> You can micromanage the Chariot a little bit so it doesn't spend the whole fight in melee, also make sure all your units are doing something (swords icon)
Battle Win: Eat or Kill Captives depending on your losses. I wouldn't sacrifice them because you will be spending a couple of turns in camp mode which reduces bestial rage (bad for horde growth)
For the end of this turn, i decided that i don't want to play a 20 minutes siege battle in a Wood Elf capital, and last time i checked there are some bugs in there.
So instead, lay siege on the tree, the Elves will 100% try a counterattack on their turn.
Enemy Turn 1: Accept the challenge, play manual (!)
For this you need to understand that all your Ungor units are invisible for the enemy unit placement. So if you place all your visible units around the same area, the enemy army will have all its units there.
> Place your Chariots in the treeline on the right so they get the "eye" icon (stealthed)
> Place the Minotaurs and the Shaman directly in the center
> Place Khazrak, the Bestigors and Gor Herd in front of them as close as possible to the enemy (they all have Vanguard Deployment) and make sure Khazrak is the first target
> Place all the Ungor units in a wide semi-elliptical formation so they cover the whole screen and can surround the enemy again
> Start the battle, have everyone move forward
> You need to make Khazrak move in a zig-zag pattern forward, he will draw all archer fire on him
> Do the same with the Chariots, set them on a zig-zag path to behind the enemy army, then charge into their archers
> Let the Ungors completely surround the enemy, no archers can fire
This should be a win in around 2 minutes. Do NOT end the battle once it's over, run down as many enemies as possible. IIRC if a unit has less than 5% or so models remaining, it gets wiped out even if can escape the battlefield.
Probably want to eat captives just to be sure.
Turn 2: Easy Auto-Resolve since there should be like 2-3 enemy units remaining.
Raise Herdstone, build the Winds of Malady.
I would recommend to build 2x Ungor Spearmen (Shields) in Laurelorn and 4x Ungor Raiders in Khazrak's Horde, because the Raiders are actually useful for Khazrak's army. But the rest is up to you.
The near goal should be to have as many Bestigors and Tzaangors in Khazrak's army, also get a Wargor Hero ASAP just for his replenishment bonus.
Alternatives:
A) Set the battle difficulty to "Easy" and just Auto-Resolve the Laurelorn siege
B) Attack something else for your first Herdstone instead; Laurelorn has kind of a bad placement because it doesn't cover the coastal settlements, and the actual siege fight in there is unjustifiably harder than almost any other faction starts
Turn 1-3.
Army comp? Well, what you have access to at that time.
Normal difficulty i think. (I havent changed it so it is the default one)
No mods except the official DLC's.
I might just not understand how siege victories work. And then it is on me. It is just since they changed how AI worked in battles One-Eye starting is impossible for me at the moment.
I know, i have tried to take other settlements but then Karl Franz just walk up to me and exterminate me. :(
Thanks man, i will try this and see how it goes. Much appreciated.
But i can't just rule out that you either recruited nothing or as ex only archers. Thats why i ask.
Victory points should work like this.
You have 6 points, 4 of them are tied to "supply" and only that. 1 is a minor, the other a major victory point. Both give you points per second (major more, minor less) and if you reach 100%, the enemy should lose.
Tanking any point removes the bonus for the defenders as soon as its taken.
I guess best try crushers textwall.
no, no. I try and recruit the limited ones first and then i have tried every combination of units there is aviable.
Before they changed how the AI worked i had no problems with One-Eye starting but now it is very hard.
Yea, i havent had the time to try it yet but i will. And i hope it works.
Thanks all for your input.
Not sure how a <1 minute read in proper paragraphs is a "textwall", probably coming from the same people who spend several hours each day watching streams.
Anyways, the most relevant part is that you should just lay siege to Laurelorn, they will make the counterattack on the same game turn and you can get an easy win on the field.
It is if you gona quote it. As this forum do not seem to have a collapsing spoiler type of quotation option.
What I might add for a newer Beastmen player is to not recruit too many raiders (archers). They are possibly the worst archers in the game. Which is fine, beastie boys don’t need them. And I find ungor spears (shields) well worth the dread cost to have 2-4 in every army. The unshielded versions are almost worthless except in an emergency.
Id plan each herdstone carefully to make sure you cover as much as possible, and I never ever place a herdstone on a port. I always build the two middle herdstone buildings (that give extra dread, give line of sight over bloodground, cause plagues, cause enemy armies to lose movement and be winded in battle.)
Good luck!
Though indeed they're probably the worst archers in the game, good for nothing besides Stalk and Vanguard Deployment. Example Harpies do a much better job at everything you'd expect from an Archer (e.g. suppressing enemy archers, quickly attacking stuff your melee units can't reach, deal with enemy air units)
Also good point with the Herdstone locations. When planning your Herdstone placement in a region, always look for the landmark icon. It's this little golden obelisk, you can hold the mousepointer over it and get a tooltip. These have names like "Chosen Herdstone" and give some very useful bonuses.
Example Altdorf, the Oak of Ages and the Sylvania capital are all in your immediate area. Altdorf gets 2 build slots and has a port for +10% replenishment; with the Herdstone at Tier V they all grant some faction-wide bonuses like +5 armor piercing damage to all units. Pretty insane for units like Harpies which only have 3 AP damage before bonuses.
Otherwise, avoid Herdstones in port cities at all costs. First off, they allow enemy armies to directly attack without going through your Bloodgrounds. Also, having only 1 build slot is very bad, you always want the Winds of Malady and the Shamanic one.
Winds of Malady reduces enemy army travel speed, makes all enemy armies start battles in "winded" state, and most importantly they constantly trigger the Crow plague.
And the Shaman building gives sight over the entire Bloodgrounds, has a decent garrison with a Bray-Shaman hero, and even more crucial, these give a stacking bonus to Dread gained from battles.
Imagine having like 10 Herdstones, each giving +30% dread from battles, now you're already at +300%. Eventually you earn several thousand dread per turn, unlocking a new army only costs 1500.