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Plague-claw catapults can just delete armies. Then you have all the other (albeit non- arching) artillery.
Only problem is that their front line can be squishy so there is a fair bit of micromanaging melee to get the best out of them
Except their Ratling Gunners and Jezzails, their best ranged infantry units, are guns that need line of sight micromanaging.
think chaos dwarves have them too
skaven have the catapults
think the tomb kings have the artillerybox
orks have the gobbo space program
kislev has a cannon on a sled
might be forgetting some
khorne has a little arch on his bike, but it runs out of ammo fast so you would need to micro to refill
the nurgle mechaspider archs its shots
Personally, I get better results with Plagueclaws than either of those two (not to say that those two aren't great units).
Dark/High/Wood Elves have arcing ranged and don't even need artillery (but Dark/High Elves have some basic AoE style artillery with Eagle Claw/Reaper Bolt spread shot).
Kislev only fails because Little Groms aren't really AoE artillery, otherwise Kossars and Ice Guard are more than decent.
Tomb Kings I guess with Archers/Ustabi (sp?)/Bone Giants for archers and then Screaming Skull Catapults and Caskets of Souls.
So Cathay is the obvious answer. While they do have some guns, it's the specialist units. Their 'line' ranged units are all bows, and then their artillery is comparable to Empire cannons/rocket batteries.
Ogres might be an out of left field option. They're gunpowder, but from memory they have a lot less issues due to their height (though I've only played them once when the game first came out, so take that with a grain of salt).
The other option to consider would be using allies to fill in the artillery side of things, which expands this playstyle to any faction with decent archers. Allies let you take four artillery pieces in each army, and that's probably enough unless you're wanting to go REALLY hard on that playstyle. Though if you're going to do this, you might want to look at a mod that increases the amount of ally currency you get every turn.
I'm not sure what you're getting at.. you just want to afk every battle or?
Use any faction with the combo of decent or better ranged/arty/magic and you wont have to micro much, just use a spell now and then and maybe snipe the lords.
Sure for some gunners you'll need to take the positioning in consideration but most maps that shouldn't be much of a problem.
Do that "Tier V - Turn 7" strategy, and you have a complete endgame army by around turn 20. Something like
4x Ratling Guns
4x Poisonwind Mortar
4x Warplock Jezzails
4x Plagueclaw Catapult
2x Plague Priest
1x Warlock Engineer
1x Ikit Claw / Warlock Master
Replace above with the RoR / Workshop unlocks for Ikit's personal army.
Basically the only weakness are forest battles, but since the AI mostly likes to hide in cities, you're easily making up for that. And you should as always have 1-2 stacks of Skavenslaves (Slingers) to support each of the artillery stacks.
Gun ranks don't matter + Stunties = Gun micro not really an issue. Just vassalize or ally with a dwarf faction as anyone you like and put 4 longbeards (upgrade to ironbreakers when available) in every stack. Chaos dwarves even better for blunderbuss (a front line unit that also happens to shoot a shotgun)
The idea is to simply ignore everything melee. Then you don't worry about LoS.
Don't need a melee frontline if you have literal miniguns.