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That said, i am not arguing that they can't be buffed a tad, just that their mobility needs to be taken into consideration.
Their campaign mechanics are fine, overpowered even, but they are over compensating for them being meh in battles.
The faction gives up spellcasters, ranged units to be a "smash into them" theme.. but they aren't even the best at that.
If they are going to buff them to make them a major threat (with for example the restriction of 1 per army ~ with a bit of tweaks), I wouldn't mind...
I think it's time to have physical resistance only be cancelled by magic spells, not magic damage as a whole.
Really? I feel like it's the exact opposite; khorne campaign mechanics need revamped while the battles are fine.
Khorne wins by bringing a bigger/better army line to the field, which the starting army and campaign mechanics allow (along with Skarbrand).
Ultimately their battles come down to a stat check against the enemy army because their only tool to play around with is summoning in Bloodletters and spamming Horn of Khorne (+stat check whoopee).
This wouldn't be so bad but when you are on even footing, or on the backfoot, you now don't have much room to make plays because you no spellcasters or ranged units.
There's nothing wrong with having an army that's thematically built around smashing into the enemy this way.. the problem is that Khorne isn't the best at it. Both Tzeentch and Nurgle have stronger infantry whilst at the same time have spellcasters, ranged units, etc.. all the usual goodies to play around with.
What's taking them down? Cavalry? Pointy stick guys? Other monsters? I bet they are equal or less than most monsters in one on one since they fly.
Khorne has the strongest roster in the whole game, if you know how to use it.
This is false, even with the "get good" argument tacked on.
Khorne is a charge army, his Cavalry and Infantry all get amazing at it, and you can just break the opponent's army into bitesize chunks, from all the retreating and repositioning the initial charges get you.
?? There are factions with better cavalry and factions with better infantry.
I wont say "get good" but I can't understand your position.
In battles, Khorne factions are so strong that they're basically a "Click and Win" faction even on Very Hard or Legendary.
Bloodthirsters are pretty rubbish though.
My position is that Khorne are not the best at their one dimensional strategy of butting heads with the enemy. Given that they give up magic, artillery, strong ranged options, etc they should be.
Khorne's roster is mostly elite, it's basically their entire gimmick.
They don't need ranged or magic as the army abilities more or less supplement it and are incredibly powerful. Dropping blood letters on top of pesky artillery or ranged units will delete them from the battle, and you can do this like 3 times and even more with the cultist. The horn gives like 25 melee attack or something, in an area, which turns your already deadly dudes into more of a blender. There's also the giant sword of khorne thing that deletes anything it touches.
I don't agree with Tzeentch or Nurgle being better at the "HULK SMASH" melee charging that khorne does. They might be tankier but in terms of raw damage output khorne wins the melee grind.