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So, this is not like with the dwarf dlc, where the new units are just filling roles in the dwarf army that didnt exist before (like the thunderbarges).
I hope with this to clarify what i meant with my post.
The hockland rifles are sniper units like crane gunners or jezzails.
Nuln Ironsides are just more powerful handgunners with more armor to boot.
New Steam tank is a hellblaster gun on a mobile platform, while a regular steam tank is a mobile grand cannon. The new steam tank is better than the old one. Also you're right about the land ship, its a giant war wagon you want to charge into the center if the enemy so both sides can fire.
-artillery version: more damage coz x4 artillery instead of 1.
-Tank version: mobile, high armor, tank blobs of enemies, charge and can still shoot.
Now, which version is better in which type of unit?
Cannon version:
-Cannons are cheaper, but there are better forms to deal with single entities, their projectile are slow and are not really great agains blobs (good enough to cavalry)
-Volley artillery are always good against anything, their only problem is not having enough dakka!.
So, my conclusion i guess is: Recruit vanilla steam tank, recruit vanilla volley gun, reject cannons and reject new steam volley tank.
Steam tank is more of a chariot than a melee fighter. especially if it is ploughing through units that were already softened up by mortars/hellstorms
Nuln gunners>gunners. 60 vs 90 men but double the ranged damage, better stats overall including melee allowing them to survive getting pushed into and not being that more expensive.
Tanks are best at single entities and very survivable, they tend to be the most useful for me. Gatling tank seems useless as it's just a tank that performs better against multiple entities which there is far better options for, like rocket artillery. Ships I haven't played with a ton but they have 360 missile block I'm pretty sure, so they could be an alternative to tanks against range spam factions, dunno.
Overall, I'm just contempt with Nuln gunners, rocket artillery, and a couple tanks.
Knights of Morr are probably the best the Empire's going to get with a sturdy melee unit that isn't...a tank. Focused on getting stuck in; other empire cavalry are shock cavalry, all about that charge, these guys you can charge in and leave there and they'll do fine.
Nuln gunners are the closest we're getting with hybrid infantry...without them calling them as such. Better armor, melee, reload than handgunners, so basically just a straight upgrade, even with 30 less units in it.
Hochland longrifles are there to delete single entity enemies and lords and heroes. They're very good at their job.
New steam tank is kinda self explanatory, more bullets and dakka.
Man by far this is my favourite dlc.
For non-Nuln factions: Since the regular Volley Guns are already much stronger than Cannons, this seems like a straight upgrade. Can't think of any situation where a highly mobile TANK would be better off with the long-range anti-large cannon instead of the repeater gun with 4x the DPS.
Land Ship: Has a turbo boost to charge through several enemy lines with double speed.
Feels very different over the Steam Tank. Has a lot of crew shooters on deck.
The RoR version has a Mortar instead of a Cannon.
Ironsides: Straight upgrade over Handgunners, especially when you let them stand still.
Feels like they should be some kind of limited State Troops.
The actual State Troop Handgunners have 160 range (+15) and Stalk.