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With his natural regen and missile resist, and if you get the protos armor with 30% missile defense, you basically ruin every siege battle, infact you'll probably want to do siege battles over land battles, because you can wipe out their entire army in one go.
If you want I can do a quick campaign match with you and do the first siege with Khazrak to give you some ideas, being vastly outnumbered isn't a huge problem, because winning on the walls destroys the enemies morale.
That's really nice of you but i don't have the time for this.
I usually watch LPs while working so it helps.
I think you made it clear i don't use Morghur enough, i think i still have an older save before my Brayherd got me stucked, so i'll watch these recommendations and try again.
Plus the fact that Chaos Spawns can attack walls will obviously make a difference too >.>
That's always my problem with TW series, i seem to miss crucial obvious informations because i feel overwhelmed.
Now that I think about it, you should consider just walking away as an option. Normally when I play Beastmen, I cut my way through Bretonnia and then rampage through the Border Princes, sacking/razing small towns for money in order to build up stacks. I start sacking the large cities once I have at least two stacks + two brayherds going, and by that point I'm normally heading back north through Black Fire Pass in order to meet up with the Chaos invasion.
You're in the Empire lands now, right? If I were you, I'd head south-southeast towards BFP while leaving a burning trail of destruction behind my herds. Since you're a horde faction, you're not really tied down to any one place. Go pick on some weaker factions for awhile and then come back for the Empire once you have the numbers.
I have to say i didnt play with Morgur so far. so i might be totaly wrong with Minos here. If that is so im sorry. In my last Beastman campaign thats what i did but with a different starting Lord.
And for your Question: No Gorebulls are fine. There is nothing wrong with shamans but it should not matter that much on what you pick.
Yeah fast Cav ranged units are the pest for you. But the infantry shooters are slow. Thats why i recomended Minos in my first post.. they are fast and can just run them down. And cant be stopped by Infantry.. with some clicks they run over an enemy infantry and charge into the Musketeers or Archers behind them. I dont know how good that works with Spawns. But since they are Monstrous Infantry too they shuld be able to do that also.
With the woodelves i have a tactic on some sieges. I charge into a breeched Gate and ignore the defeners.. Treeman walk over them to the right side and Treekin follow them.. that makes the AI to move all his infantry defenders behind them to hold them in combat.. if you move away from the gate far enough you got room for your Cavalry.. Centigors to run trough the gate and charge the Archers.
Or Plan C would be a Hero that can damage City walls on the Campaign map. I have no idea what Beastman Hero can do that but usualy every faction hase one. You select the Hero move him to a enemy City and some get the option to damage the Garnision and other have the option to damage the Walls. With such a damaged wall there are usualy 2 open holes in the Wall.. its much more easy to enter the city and reach the Ranged units.
Good point, i'll try to roam away and find other people to eat and cattles to rape
Yes thank you, i've started to look into that following Sagranda's advice, i didn't realize it cound be so handy, it's a bit hard at first to figure how numbers will really affect the outcome.
For instance hold out time was a bit vague in my mind.
My early strategy is the following:
- Stack all of your heavies out of tower range, rush the lord in to start on the gate. This is especially effective with Morghur.
- Put all of your stalkers on the opposite side of the field as your lord/heavies. They are invisible until they get within archer range, so the AI should stack their units on the other side. The more ungor you have, the better. If the gate is in the middle, stack them on each side. Once your lord is banging on the gate, send your ungor herds up to the wall and scale it with ladders. The goal is to maintain invisibility as long as possible. A quick force can often capture the gate before the AI has time to respond. Once these ungors get in, their job is to open up as many new fronts with the enemy as possible and to draw them away from the walls/gates.
- If you have them, send harpies to start clearing the walls. You really need 4-8 harpies to make this effective, but if you can manage it, they'll save you a lot of troops. Just drop 4 at a time on a single unit and watch it melt. Focus on archers/artillery, and avoid melee troops. This can also be done with focus firing ungor raiders, but harpies make it easier.
- Once the ranged threat is sufficiently diminished or off the walls, bring your heavies in to the gate your lord was banging on. They should crush anything that is left there, and then they can move on to hit the rest of the opposition in the back if they went to fight your ungors.
The same strategy works without walls, too. Just kite with your ungor herds while the enemy comes to meet your heavies. Then try to hit with everything all at once, ungors and fast units swarming from all sides while your heavies tear apart the middle.