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The Bad: Not much.
Thank you Cpt Obvious
Yeah I've found them about the same so far, but I haven't really have many economy struggles. was even able to hit tier V by like turn 40 or so.
Found them versatile enough to always have money and elite armies. Also found that nearing lategame managing the prisoners with jobs still wasn't too bad, been liking the overlapping adjacent control buildings.
And yeah those skullcrushers. I tried manually microing them a fair bit like chariots, but they were just overall blegh. There's probably a special purpose to them that I missed, like maybe they're good for wrecking doors and barricades.
I would disagree about the chorfs being outranged in general though. Those magma cannons are fantastic, (as are their artillery options in general), and they have some unit options regular dorfs don't have like cheap wolf archers/expendable fire archers. Also their magic helps a lot with superior enemy ranged armies because you can distract/toast them (and the chorf sorcerers get flying mounts pretty quick.)
Actually only got to like turn 85ish, but was in about the same position: all other dwarves absorbed, economy going nuts and steamrolling the map. Thinking of maybe starting as a a different chorf and maybe, *maybe* trying their RoC campaign...
Only holding off on that because when WH3 came out I spent 150 hours in RoC banging my head against the wall trying to find a faction/location/theme I liked only to realise that I hated the entire campaign. Map, story, specific combination of factions etc. About 100 of those hours were just me trying different campaign strategies with Daniel (before any reworking patches or mods) as I was so invested in DoC.
Yeah RoC, left a particularly rank stench for me. Chorfs tho...
I am just bored.
the early game for them is just "greenskins but ♥♥♥♥♥♥" with some dwarf units mixed in. I have yet to make it to late game because the endless juggling of random resources gets me bored to tears, its like I am a middle manager of a company rather then a general.
With Chaos Dwarfs, I actually have to plan out my provinces and make sure I have
1. enough gold to form new armies
2. armaments to get good units for said armies
3. raw materials for economic development
4. enough laborers to not go bankrupt.
First time I’ve actually liked managing economy in a grand strategy.
Regarding economy it requires loots of micromanagement and I dont enjoy it. But I feel like if I were different type of persone I would liked it very much. Its just not my taste.
Factories are alot easier to micro too as dont have to move labour around, just fire and forget once have enough material surplus, say like 2-3 of those income buildings early on should be able to get a second army rolling ,don't forget too if didnt know: have no supply lines, so only pay for extra upkeep on individual units of said army, not the increased percentage per army as well. Just thought mention that in case like me and have agita over recruiting new army even when have a fair bit of extra cash rolling around, they will not insta' bankrupt you like normal.
They will tear absolutely anything apart. Chosen? No problem. Legendary Lords? No problem. Chaff? It will disintegrate as each gun fires 3 shots each per volley, so where normal guns or arrows can only kill 1 enemy per unit that shoots; blunderbusses can kill 3. On top of that they knock enemies back. There is nothing that they are not good against, and I think every lord starts with some, and you can quickly and easily get more. As long as you can keep them out of melee they will be able to carry you to victory.
Every single province = Tower (single city province) + outpost (2 city prov) + factory (3 city) + outpost (4 city). In that order pending number of cities in the province.
Towers are prtty straight forward. Landmark + trade good + gold + the 3 hero cap buildings + the arty building for global recruit slots. Garrison and hobgoblin recruit building as needed on the front, delete when city becomes back line. I play VH and have never needed the order buildings. Just play aggressively and you will stay at or near 100% labor.
The outposts all get raw mats + landmark + trade good + income + order, in order of preference based on what landmarks or trade goods may or may not be available in the city. Not suggesting you can get them all with the 3 (2 in coastal) build slots available.
The factories all get garrison (where needed on the fronts) + gold + landmark + trade good + 30% raw mats + armaments, in order of preference again based on what landmarks and trade goods exist. Also, when possible i choose chokepoint cities as factories since they can get unwalled settlement battles with their garrison building.
I also am currently running 23 full stacks. Majority hobgoblins. There was a thread I read earlier about how the sorc lord is bad and you should only use overseers. Phooey. Hashut lord, fire hero (or the opposite if the traits you like work out that way). 2 casters per stack that have synergy with ash storm + fire magic. Caster lord, caster hero, castellan, magma cannon +16 mixed hobs per stack. Dwarf units concentrated in LL stacks and hobs do just fine everywhere else. Those 23 stacks cost me 43k a turn upkeep currently.
185 cities, 105k (gross, 57k net) income per turn, 10k raw mats and 8k armaments per turn. I havent even bothered with the manufactory persistent unit upgrades yet, hasnt felt necessary. I am not special. I am not better or smarter than anyone else. I simply recognized that Chorfs are OP if you are aggressive all game from turn 1. Don't try to play tall. Constant conquest = constant labor supply so you are always at 100% everywhere.