Total War: WARHAMMER III

Total War: WARHAMMER III

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Tunguska Dec 13, 2024 @ 6:01am
The new Ogre lord is fun and all, but there's a couple of issues
Not to ♥♥♥♥ on anyone's parade, but...
I like the mechanics for Golg, but there are some baffling issues. No clue how all this got through testing. Do they even test this ♥♥♥♥ at all?

1:
The new splash attack changes feel a little off, at least when fighting infantry. Can't be 100% sure on this yet, as I hadn't played Ogres much recently, and don't have too much data, but from what I've seen they made monstrous infantry worse.

2:
Every time Camp Tyrant levels up, he goes into raiding stance. This causes diplomatic penalties with the owner of the region your camp is in, and anyone who likes them. Not great.

3:
The tooltip above your forces when in mercenary contract is a little off. For example:
{{tr:wh3_dlc26_ogre_war_contracts_active_client_tooltip}}
Masters of Innovation

4:
You can't recruit RoR units into your armies in regions with camps in them, and need to take a settlement instead, even though the camp can recruit them just fine.

5:
I've had a case where my client died (as in their faction was wiped out) while doing mercenary contract and I didn't get a chance to leave the wars, even though the contract was effectively terminated. This despite the fact that if you complete contract, break it, or fail because the faction gets confederated or you run out of time (haven't personally confirmed the "run out of time" part, but's I got a message for that when a client faction was confederated despite having 7 turns left in the contract, and got a chance to leave the wars), you get a chance to leave the wars.

6:
You still get diplomatic penalties and bonuses as if you'd made peace via diplomacy when completing a contract and choosing to make peace that way, therefore the faction you were at war with gets positive relations with you, and the faction you were contracted to gets negative (as do other factions who hate whoever you were warring against), should you choose to leave the wars. These modifiers show up as "Past treaties with *Insert faction here*".

7:
You don't have a mechanic that helps you return to your own camps and/or territory after teleporting to complete a mercenary contract across the world (aside from picking a new contract near your camps/settlements and teleporting there), unlike every other faction that can teleport in a similar manner.

Considering how his mechanics aren't particularly strong among similar ones (though more fun if you ask me), why not give Golg a unique (as in he can build only one factionwide) camp building that he can optionally teleport back to once after completing a contract.

To make the building a bit more interesting on top of that, it could give access to Maneater units a tier earlier than normal, and maybe some factionwide bonuses to them.

8:
I've had cases where my Ogres refuse to attack enemies through Pigback Riders despite me giving the order, they just stand behind the mass of Gnoblars and do nothing.
I had to order move command behind the enemy so they'd wade through my meat shields, and give the attack command after they were almost touching the enemy troops before it worked.

For context, this was in an early camp siege, there were no other units involved in this particular fight aside from one unit of Pigback Riders and one unit of Ogres (Ironfists),
clashing against some Empire infantry.

9:
When accepting contract with someone who has no settlements for whatever reason (e.g. Nakai), travel to them is unavailable.
Last edited by Tunguska; Dec 13, 2024 @ 8:35am
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Showing 1-4 of 4 comments
suicidal bird Dec 13, 2024 @ 6:18am 
you make some good points. with him traveling all over the realm. what became an issue for my campaign is I really play like a traveling merc. I accept a contract, I travel to my client, deploy a camp and do my job however when I recruit an extra army once I am done with the job and leave his turf. now my other army has to travel all the way to wherever I am now basicly making them useless. adding a teleport for all armies of golg would really help with this issue. what also is annoying is recruiting and upgrading.

compared to the beastman who are abit similar in the map on how they play. you instantly get your troops when recruiting. while with golg I sit on my fat ass waiting 2 turns for my maneaters or 3 turns when the camp is upgraded so I can get new units. an ability to instantly pay to upgrade or to convice (bribing) new recruits to instantly join rather then waiting. I wouldnt mind having to pay more for recruitment of new units as I am LOADED with cash from contracts
Viperarum Dec 13, 2024 @ 10:21am 
to your point 2: i tried it 2 times starting a new campain and checking with 2 different camps but they switch back into raiding stance EVERY SINGLE TURN
Havean Dec 13, 2024 @ 10:23am 
The splash damage one does appear to be a bug and CA are going to hotfix it. (Same reason slaughter brute keeps getting curbstomped.)
pistalpug Dec 13, 2024 @ 10:34am 
ummmm just make more camps?

If you just had one main camp you would steam roll by turn 30.... I thought this was a way to stop the power creep...

I Make at least 3 camps, start building one up . Go to new zone build another, meat is easy to get. When your previous camp is done finishing the upgrades pack it up. When you go to the next zone bam its magic ... you unpack your first camp. When you second camp is done upgrading pack it up till you need again.

Not really rocket science, they can pack up. You would be bored by turn 50, unless its player problem. You would be to overpowered. This way by around turn 60 you would have 3 top tier camps and reality no one will be able to touch you .

The camps can be packed up and placed again, small turn around think maybe 4 turns or 5 maybe till you can use them again.
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Date Posted: Dec 13, 2024 @ 6:01am
Posts: 4