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Archaon or Be'lakor.
Archaon is great because you get a soul income of 25 per vassal, which allows you to maintain more marks for boons or special recruitment.
Be'lakor is a strong legendary lord that can warp between rifts and get access to Daemon Princes with hero actions. His daemons are also cheaper.
If you literally do not want to lose, go with the Changeling.
at most you would have to worry about skaven since they have some good counters to arty.
they have a huge array of units and the gunners are insane taking out anything large or exposed, flying lords get melted.
Cathay is OP but can be hard if you dont push out invaders.
i think the worst threat has to be lizardmen and the wanderer is hard to eliminate.
the faction is just built strong, get units according to the situation. will only be OP when you hit max tier and gain control of cathay
Skaven
i dont know much about them, but i always lose to skaven players in pvp
Night gobbo loons hit well above their weight against other infantry with their ability. Death Juice upgrades and poison stack so if you put Death Juice on your night gobbo infantry and then combine their efforts with the normal poison from (the surprisingly hard hitting) squig riders or Arachnaroks you can double debuff the enemy.
You won't 1v1 a doomstack against an equally skilled opponent but you will do damage to it, and with your upkeep reductions on your already cost effective goblin based armies you will likely have numbers on your side. Plus you can get a lot of your commonly used units down to one turn global recruit and you have a building chain that gives more global recruit slots, so eventually in a pinch you can global recruit entire stacks in a turn if needed. Arachnaroks still take time to recruit globally though, so if you lose those you have problems.
Your campaign weakness of course would be lightning strike attacks but between your skill buffed ambush chances and your complete domination of the campaign map by your swarms of agents who constantly track and sabotage the enemy armies you should be able to keep your opponent from having many opportunities to do that to you.
In battle your main problem will be enemy flying units, you just don't have a decisive way to deal with them as long as they are in the air and for flying missile units you don't have many reasons to compel them to land other than wiping out every enemy ground unit or suffering their fire until your meager counterattacks finally rout them or they run out of ammo. Your artillery can't hit flyers well, your archers don't hit hard or accurately enough, and while you have a selection of magic projectiles and single target spells available to use on them even the combined efforts of all of that aren't enough for fighting many enemy flying units. So maybe don't go Greenskins against a faction that has a lot of dangerous flying ranged units. I'm mostly talking about Dwarfs and their Gyro units. Lizardmen are a tough fight all around as well. Dragons with their breath attacks are a problem too but they have limited ammunition with a long cool down and are much larger and slower targets that your opponent will probably send into melee once they get their first shot off.
You yourself will cause problems for factions that rely on ranged combat. (The not flying kind of course). Ranged armies take a ton of micromanagement to play well and your typical Greenskin charge in and SMASH! tactics combined with your sneaky guerrilla deployment units will give them fits.