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Generally, there are a few strategies.
1)Use your own monstorous units
2)Focus fire with artillery (trollhammers, cannons and steamtanks especially)
3) Hold the line and pound them. Most monstorous units have nearly no armor, which makes ranged units great against them. Tie the MU's up with your best anti large infantry (halberds are your best bang for your buck) them focus fire your ranged units into them.
3.5) for demigryphs, you want to charge cycle them against the enemy.
-Slayers are functionally useless atm btw
How and why are Spearmen units ineffective against Giant Monster units?
They're supposed to get a large bonus, which can be confusing to new players, but that's not really the problem. It can take two, or even three units to properly tie a giant, so factions with good monsters are always OP, while those without, like britannia and empire, are absolutely terrible. Go ahead and use your "exclusive" gunpowder units. They will never have the morale or damage value of a giant, can't tie, and are weak to being tied. Guess what giants are good at? Don't even get me started with Britannia and their cavalry. Creative assembly is run by slimey jews who knew exactly what they were doing when they balanced it this way. It immediately gets you to fork over your cash to play with the uber cool chaos factions, and their units which have little to no weaknesses, and kill everything.
The second I saw the new siege layout, I knew the game was designed to make gunpowder screwed, and the new monstrous units rape everything that moved. Forcing your units into a barrel to get shot at was always stupid, and I won't accept stupid ♥♥♥♥♥♥♥ excuses that it was a mistake or just clueless design. They knew exactly what they were doing, making vanilla units frustrating and boring, and DLC fun and intuitive.
Besides, you can just use net of amyntok to stop them right in their track and shoot them to death without them being able to fight back. It's pretty much all you need for empire.
Dwarves have trollhammers and gyrocopter (brimstone gun) that are great at dealing with them. Their slayers are incredibly cost effective as well if memory serves.
The terrorgheist can easily pick them off for vampire count and there's next to nothing the enemy can do about it because their charge bonus will take a massive chunk out of the monster's life and they can flee before anyone can fight them back.
Norsca has their anti-large marauder hunters that will kill them in just a few volleys.
etc. Every faction has an easy way to deal with them easily. The only one I can think of that might have a harder time is Greenskins.
That said, your best bet vs big monsters is shooting or other large units. Antilarge infantry, while technically doing good damage for cost, is generally unable to keep up, and vs units like mammoths it tends to get stomped on and routed fast. Cheap spear units are a better investment than halberds, since they give you more area coverage and more mass gives you a slightly better chance of mobbing and stalling big units. Other methods of stopping your enemies are net spells/abilities, or slows like flash bomb on grombrindal or power of the dragonback on dragonback slayers. Then use massed shooting to bring monsters down. Handguns or Thunderers are usually the best choice, because theyre flexible vs any target and have good DPS for cost. Irondrakes with trollhammers are more specific and less flexible, but can paste big monsters pretty well.
As noted prior, most big, melee oriented monsters don't have good armor, so you can usually get away with non-AP missiles. The gobbo firing line hard counters norscan mammoths, and norscan javelins shut down a lot of large units too.
I wouldn't recommend artillery because it's easily disrupted and unable to flex to areas of need. Except vs mammoths, large units like cav or monstrous troops like skinwolves/dragon ogres tend to be effective as well, especially demigryph halberds, having the capacity to slow the monsters with their mass while dishing out obscene amounts of hurt. Finally, you can try to duel with your own single model monsters/lords. Kholek, Durthu(Treemen, surprisingly, vs anything that isn't well armored), arachnaroks, shaggoths and terrorgheists are all decent options.
Finally, it's true that MP in WH1 is kinda meh thanks to minimal unit limits. It makes cheese much more prevalent than in WH2, where unit limits were introduced.
Sure, Kholek or Durthu are ideal, but any fighter-type supporting your infantry line and fighting the monster will be effective, thane, Empire captain, goblin big boss, what have you. Or just two-on-one them with a melee hero and your lord. That's usually what I do when I'm unable to otherwise counter an enemy monster.
Still better to fill the thing with arrows & bullets before it gets to your line though.
If the large unit is anti infantry, your best counter will almost (baring exotic counter measure like magic to keep it at bay) always be an anti large large unit. If it's an anti large large unit, then it's anti large infantry.
If it's a large unit without any bonus, any of the two should be fine, but too much difference in cost i nfavour of the opponent will usually give the win to the opponent.
And obviously, if it's armoured, anti large without armour piercing won't really help you.
Anti large means that they hit large opponent far more easily than normal, and deals more damage to him before damage reduction (but the most important part is that they hit more easily here). As well charge defense against large means that if they brace they will negate that scary charge bonus from the large unit, sure.
So getting hit far less during the charge, and hitting far more the opponent. Pretty big deal, except that if 70% of your damage is absorbed by armour because your troops mostly deal non armour piercing damage, then all your hits amount for almost nothing.
So check that large's unit specialty, and check its armour as well, and decide what you send to it afterwards. If you don't have any counter that doesn't get countered in the process, get ready to lose as much in value as the opponent will do.
like someone mentionned above, against single large unit, a melee hero works fine as well, especially if he's countering without being countered, just like above.
A mounted melee hero (and obviously melee lords as well) against an elite anti infantry unit will usually result in the monster being butchered, for example. So check the bonus on your melee heroes and send them to the right place. Sending them against the enemy hero isn't the best idea most of the time, especially if the enemy hero's size isn't what your hero is specialized against.
OP didn't only talk about multiplayer, and vs AI it will work perfectly.
You're right about cycle charge being a problem in that match up, but that's vs player only and a whole other problem. it's no longer dealing with the monster that is a problem, but dealing with cycle charges, and cycle charge aren't specific to single large monster anymore.
This thread was started just two months after the initial release of tw:w and was recently revived by someone venting over his inability to deal with large units. It's kinda pointless to argue over what some guy posted 2 years ago when the game was much different and tw:w2 was far from release.