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Poisons work on them, and Sidestep saves lives. As does Globadier healing.
The thing about Daemonettes is that they are Glass Cannons. They die very easily. So the best way to avoid that 45% Crit, besides Warp Poison, is to simply hit them so that they die quickly.
PS: If you manage to gather all the Corrupted Wyrdstones, but somehow the game claims you have not found one, despite having them all on you, you need to walk over the gathering spots again, as one of them failed to trigger.
So do yourself a favor and check that the Found objective counter is the same number as the amount you just picked up.
So just need a little luck with not being stunned so I can stay in the fight to hit back.
I've got quick incision scattered around my henchies, sidestep on a lot of guys too, with decent hit chances and dodge % as parry is useless here.
Wasn't aware of the objective trigger issue so I will have to watch for that on my next attempt. As long as I make it that far!
Another way to do it is a full range poison setup, focusing on BP suppression. You see a daemonette, remove all her BP with one throw, clean it up with range, rince and repeat. just remember with this setup to allways have a defensive overwatch setup of 2 lines (1 hero+1 henchmen, both with BP removal poison active, 1 mastered, 1 basic, then 2nd line with the same setup). The only time you will be bothered is when you will encounter a plague bearer (library is the only one if I remember correctly) and the fight with cultist (spawn is immune, thus a pain to deal with)
In the end, it's all about picking your fights, and making sure you can gang up on opponents (just like the regular missions really).
Particularly important is to not get caught in doorways by Daemonettes, as they can be very difficult one-on-one.
The Alluress will come out of her room, I am pretty sure I fought her outside in the end.
General tactics I'm happy with for skaven. Swarm and hit and run etc.
I'm maybe 5 missions away from my next attempt as Rat Ofre will be level 10 then. To get a new warpguard up for LGT is a nice idea.
Wouldn't the AI just bypass him once he is in combat with one enemy and go for my sorcerer though? See a lot of that in the skirmish missions if they can
I think they will engage him if he's the only available target, but obviously that means making sure he can survive on his own for a few rounds (ie, enemy hitchance must be a flat 1%).
Or is that with book of training weapon skill included etc and before enemy debuffs like insult etc.
If you have a globaldier to heal it should be even easier and allows you the use of cauterize to even avoid the light wound effect.
Of course the rat will deal no damage, but it's not there to do some, but to tank.
My easy setup would be:
Sorcerer leader, with musk of courage, mastered combat savy, and probably bless with filth mastered to have my tank still doing damages.
Sorcerer hero, with basic combat savy, mastered warp lightning, loads of magic penetration, in charge of speeding the kill all the daemonette process.
A globaldier, specialized in damaging poisons+healing globes
and the tank LGT warpguard.
3 tanky hench, to hold the line behind, in case some daemonette pass him, 2 shuriken throwers able to throw 3 attacks/round for the clean up.
Edit: if you want a complete skill by skill build I can do one, just ask.
+15% melee resist
+15% crit resist
+15% stun resist
There's a few other buffs as well, but those are the main ones for this scenario (mastering the skill lets the buff last for two turns, which you will definitely want).
It's AOE as well, so you can easily get it on 2-3 rats without worrying about positioning at all, I regularly uber-buff more than half my warband before getting stuck in.
The bonus is only random if you only use the skill once or twice. Since a Globadier easily has enough red pills to apply all the bonuses, that part's not really an issue. It also lasts two turns when mastered, which is crucial. So from turn three onwards, you can boost enemies if you're not careful, that's true, but still.
If you're running a Globadier anyway, it's a great boost to make sure that the tanking unit in question gets to that coveted 99% effective resistance on turns one and two while you're getting everything else set up, especially if you haven't had the luck to find the perfect gear and enchants yet.
Well as always, YMMV, but I find it very useful indeed. You're right, if you have one rat and three daemonettes surrounding him, then it's obviously a very bad idea to use in on them, I thought that went without saying :)
I will say, though, that it's a rare case where I can't place the globe so it only hits my guys, even if they're engaged.
I suppose it all comes down to what level of reliability you need, it's certainly less reliable than certain other boosts, but on the other hand it stacks with those, and it has a pretty low investment for its return when you DO get to use it (which is most of the time).
Skaven are certainly more fragile but the debuffs/poisons etc are nice and fun.
I have all the DLC but ive never used a Globadier or any other DLC character for that matter. Something about trying to complete the game / campaign with original content appeals to me.
If i am unsuccessful on this next act i will look at bringing in a Globadier and building towards an LGT Warpguard.
My current 3 are level 10 - so what is the earliest level / amount of skill points needed to buy LGT for a warpguard? Thinking to buy one at lvl 3-5 as a hired sword would save time over a lvl 0 recruit
If you have a little spare time id be interested in a few detailed suggestions on builds - given that my warband does well enough on HArd difficulty and i can come through on Brutal i may just like to change one or two guys based on your builds for something new and different as opposed to a complete new warband.
Attributes:
===========
Strength: 6
Toughness: 8
Agility: 17
Leadership: 4
Intelligence: 9
Alertness: 15
Weapon Skill: 16
Ballistic Skill: 2
Accuracy: 10
Skills:
=======
Warp Immunity Basic, Defensive Stance Mastery, Armour Proficient Basic, Lad's got Talent Mastery, Shield Specialist Mastery, Awareness Mastery
Books:
==========
Book of Training: Alertness, Mental Grimore
Equipment:
==========
Helmet (masterwork), Heavy Armour (masterwork), Spear (masterwork), Shield (masterwork)
4 Skill Points left to do with as you please (6 with the Tome).
I have actually built this guy up to Rank 10, but have so far kept him a Henchman, as he does well enough there, at least until my current Warpguard hero bites the dust (if that sad day ever comes).
I'm sure it can be improved on here or there, but it's a starting point anyway. Enchant of Weapon Skill on chest if you have it, Agi+WS also works (I forget what the name of that combination is).
Also, Knowledge:Mordheim is better than Armour Proficient, at least theoretically, which frees you to put an additional point in Toughness over Strength (personally I prefer the extra loot slot that Strength 6 provides).
http://steamcommunity.com/sharedfiles/filedetails/?id=1127163607
Mace of Luck
Shield of Shielding
Helmet with ...?
Heavy Armour of Champions (Agility + WS)
All Purple gear