Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
ezlife
Good economy, good battle income, decent units, broken confederation, waaagh for massive (although volatile, due to leader bug) reinforcemets.
Skarsnik is a bit more difficult as you need gobbos to take down your early enemies.
I almost never raze.
It’s so detrimental to use it.
You waste all the movement range bonuses acquired for your main lord & army since turn 1 soon as a waagh army is attached, and just to get a fairly basic 2nd army, which might get couple of good units, but most of the time it’s just canon fodder.
It’s not worth it, at least in legendary, I value to be able to out distance the army I chase way more than having a crappy 2nd army attached, even for free.
Some of the bonuses you get from successful waagh after 20 turns are good if you pick a decent enemy as target.
But others are just meh.
So overall, it feels okay lorewise to have a 2nd free army for each of yours, it makes sense.
But in practice it cripples your mobility on the campaign map so much that it’s not worthy to make Waagh, which is a shame… it should be just tons of fun overwhelming the enemies with number, but it becomes tricky to be able to catch the enemy armies as the attacker, as the 2nd army doesn’t have all the movement range bonuses accumulated since start on all your LLs & standard lords…
and as they are attached to them, they basically cancel all these movement range bonuses adding up from various traits, skills & items on your main armies since turn1.
Its a terrible design.
As there is no lord popping up in the free second army, the movement range should be based on your main first army lord values. And only if you recruit/add a lord to the 2nd army (there is a cheesy way to do it), there the free army should have the default range limit without movement bonus of that new lord… that would be fair for you, you would have to choose between a free lord leading the 2nd army attached but also crippled movement range,
or doing without, with only free trash units received with the waagh, but moving on the campaign map like any lord does normally, with all his bonuses active…that would be good, that’s how it should be implemented !
As it is, it’s really detrimental to your ability to move quickly on the campaign map, which is often essential to catch the army you want to kill on your term !
You can surely accept in lower difficulty levels to loose all these campaign movement range bonuses, but on legendary, I don’t want to do Waaghs, it’s not worth it !
Or if I do cuz the buff earned at the end of the 20turns is really good, then I immediately disband all the free units to get back my decent campaign movement range… and play the entire waagh of 20 turns without any 2nd free army attached cuz I am stronger without them crippling my mobility !
It’s so dum imo… but that’s how it is, need to do with 😩
-One thing to keep in mind with rebellions is the quality of their units seem to be correlated with the quality of military recruitment buildings in the revolting province. This can give you a decent guideline to how strong the rebellion will be and how long it will take to overcome the garrison if you have already moved on with your initial army.
-And worse case scenario they revolt, if you have already looted everything then just don't invest anything in the province and keep moving, keep fighting.
--You may want to be careful with this if the resulting faction would have a strong LL that you don't want to fight again.