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For me 50 is well into mid and 100 already late game or close ro endgame for some factions. 150 is endgame or mopping up phase with most.
Like I say your paying the extra 75 gold for the better stats and you can compare them to thunderers but again you can get two thunderers for the same upkeep as a single fireglave. You can also buff the zombie hand cannons a lot but on a cost effective point they are just better, I'm not saying the blunderbuss is bad I'm saying that when it comes to ranged options they are extremely limited and then all I see is youtubers and others saying blunderbuss is OP and needs a nerf when it's out damaged by zombie hand cannons.
The reason why youtubers and most players don't know this is they got access to the zombie handguns at the same time with a range of 145 so they never bothered to use the hand cannon units and thus never saw how devastating they are. The armour is also pretty pointless in the gun on gun fight but the shield is useful although the zombies have 40 more models and 1,720 more hp. I have tested this and the zombies win 7 out of 10 shootouts, the extra hp just allows them to take a bit more fire.
But I will say it's very RNG based as you can get some engagements where the chaos dwarves hit with everything and the zombies lose half their hp while missing half their shots or it can go the other way where the zombies strip close to 4000 of the 5840 hp off the chaos dwarves in a single volly. In campaign I only have a few issues with their cost like hobgoblin archers are worse than orc archers but cost more, their upkeep should be around 110 if not 105 making them more expensive than normal goblin archers but cheaper than the orc archers. As they are stats wise in between the two but it's multiplayer where they cost far too much and this is reflected in their abysmal performance in multiplayer.
how many settlements did you have, and how many were factories? a each t2 factory building is 100 armaments per turn, and only uses 150 materials. a t2 mine makes 400 materials per turn. You can get plenty of armaments from like 1/3 of your minor settlements being factories.
When I quit that one I had over 300 settlements like I say once you hit 10K income of materials and armaments the system is not with bothering with, so you just make outposts and build the money building that just makes cash without needing materials. My point is that once you get big if you try to keep using the system as intended it will fall apart due to costing too many labourers each turn to maintain so you stop using it and instead just make outpost with the free cash building making all of the mechanics redundant.
I can agree that their ranged play is a bit limited with merely 3 options + arty and sorcs.
I used handcannons often enough, but they simply can't match what buffed blunderbusses do.
In a direct shootout, 1v1, blunderbusses will in 10/10 cases slaughter handcannons.
E: handcannons already can't beat regular melee CD. They simply can't put a dent into them due to silver shields, meaning you'd need at least 2 units, so 1 can flank them.
Blunders barly lose models by the time handcannons are wiped.
also, I'm confused. You said you were choked on armaments on turn 50, and then you said you had 10k income per turn and owned half the world?
Edit, like 4 hours later: wait, no, I misread what you were saying. I'm gonna make a new reply at the bottom. Though I still have questions of relevance.
they also have monsters as an add on to this, sure people can doomstack them but they're ultimately supplements to the roster, not the be-all and end-all
as for the slaves, they're mostly just there to fill in the gaps left due to the unit caps on the actual Chaos Dwarf units. honestly I'd advise against ever using slaves, skip ahead to Hobgoblins, use them to fill in holes where you just don't have the unit capacity to field Chaos Dwarfs for similar roles.
The caps force teh player into exclusively either a defensive style or rush based armys(optimize armaments), the gunpowder units, I think are essential well I don't see how army's can function without them(for the moment), the choice comes when either going heavy on artillery or centaur units(defensive/rush), flyers and k'daai are support tools for center of your army exclusively, the flyers probably better for rush army's.
On the campaign side they also have more of a managements aspect where two of their special resources are absolutely vital in building up your towns with the other being able to strengthen their armies to some ungodly OP levels of power that are fitting for campaign only buffs.
Quite early though (possible by turn 3 iirc) you can unlock Gorduz Backstabba with the recruitment of 8 Hobgoblin units.
Mid-game you've got an elite army (your starting Lord) plus another (mostly) Chorf Army, and then I had a 3rd, with Gorduz Backstabba full of sneaky gits running roughshod over Skaven, Ogre, and anyone else with low armour around Drazoath's starting area.
Late game, you're fully stocked with Flying Beasts, Arty, Firesworn, Blunderbusses, and Fireglaves. Then you add on top of that, the Armament buff (similar to Scap, but you pay per turn, but can stack multiple buffs, not limited to a single choice) means that you are a Dwarf meme army.
Here's the thing, if you had trash around your Dawi and quarrellers in the back, they would do quite well too; the chaff at least has speed, which is a nice addition for these stunties.
The biggest thing, is that their economy means you aren't pushing growth sacrificing your econ - if you've built correctly; you are getting buildings up quicker than normal, able to inst-build, insta-upgrade. Meanwhile the Dawi are waiting until turn 45 to have sufficient growth to feel like they can go on the offensive.
If we would draw a real contempary
At the battle of Cannae
Carthage=Chaos Dwarfs, seeks to ideally envelope armies, has natural tough units which excel on flanks, must get cavalry eventually if the faction wishes to compete from T3-T5
Rome=Dwarfs concentrates on smashing though the center of armies(has no real other option other than this one strategy)
Ok, I had to think it over and my earlier assumption that you were also making mines in those outposts is probably incorrect. And while your 10k income of materials was probably excessive and large portions of it could be converted into armaments still, that only really delays the problem you describe (of labor income eventually leveling off and not keeping up with the demand needed to build increasing amounts of factories to have your armaments keep up with the increasing costs) instead of solving it.
That being said, I'm not really sure how much of a problem it is in the first place. For one, you can also get Laborers from raiding. And from what you describe, you had a ludicrous number of armies. There's no way all of them were useful on combat duty, you could totally park some in several of some poor bastard's provinces and raid to farm him for labor.
But more importantly, I question whether you actually needed to increase your armament production when you got to that point. You said you had some ludicrous amount per turn, like ten thousand. How high did you get your unit caps to reach a point where that's no longer sufficient for increasing them? How many armies did you have? Like, by that point, you should have more military power than everyone else on the map combined. I have a hard time believing you actually would get any value by increasing your units caps when you have that--just kill everyone with the stuff you already have. There really does come a point when you have "enough" units, and I don't really consider the system breaking long after you've reached that point much of a concern. As you said, you got enough gold income to finance your steamroll without more factories.
And, again, the original question wasn't about breaking in the late game. It was having sufficient armaments to make a decent number of chorf units in the early game. Which your situation isn't really relevant to.
Their gunline is great. Blunderbusses are ridiculous and have more damage output than ratling guns. They also do more friendly fire than ratlings. Fireglaives are the best handgun type unit in game. They have superior damage and are good in melee. Your artillery is some of the best in the game. Dreadquake mortars is better than Queen bess, you can get multiple and towed by a train. Magma cannons are also amazing and are basically better hellcannons at T2. Hellcannons are also still perfectly usable. Deathshriekers suck though, which is a shame.
If we're talking pure firepower, then maybe Empire or Skaven will have more weight of fire. However their gunlines are much more flimsy, a single unit of cav or two will destroy them in melee.
Chorf Melee is also amazing. Bull Centaurs are probably my favorite unit in the roster, especially with Astragoth. Kdaai Destroyer is great and their flying units like Bale Taurus and Lammasu are excellent, although I typically don't go out of my way to recruit them and just get it through my lords/heroes instead.
Due to their faction mechanics, you can really make your units even stronger because of the Hell-Forge. Their technology tree is great and the Tower of Zharr gives you extremely powerful army abilities.