Total War: WARHAMMER II

Total War: WARHAMMER II

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Tips/assistance for Queek campaign
So out of the new races the skaven are my favorite; i love Queek in lore so i wanted to try him first. Early game is easy enough grabbing up territory, but after the first couple dozen turns or so it seems you can't get anything done. To the east is skaven clans one of which has the warpstone you need which wouldn't be an issue except the place you need to take is garrisoned with a hell pit abomination....pretty sure you aren't killing that anytime soon. So naturally i try to go north and swarm the lizardmen, this goes well except every 5-10 turns or so 2 small high elf raiding forces pop out from the ocean and begin assaulting my cities forcing me to turn back to save what i have. In my game Kroq-Gar wiped out moulder and their allies (i was able to sneak the warpstone place from him when he abandoned it) but his army is so insanely strong even with 2 full stacks my army apparently isn't strong enough to fight him. Everyone else is so far ahead of me in the rituals i'm unsure if i'm going to be able to keep up. Any ideas on how to catch up or if i should restart and try a new strategy?
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Showing 1-8 of 8 comments
MrGuyper Oct 27, 2017 @ 10:45am 
Always build walls/defence buildings in every settlement. Coupled with a garrisoned army they give you the numerical advantage to wipe stacks on the field. You also get Warpstone bomb which combined with menace below is super deadly. Summon the rats in the middle of an enemy mob, the blow them up once they're at 50% to kill sooo many enemies. Don't forget to chitter maniacally.

Trying to hammer the Saurus in a fair fight isn't great. Auto-resolve if you can, so you don't have to deal with unbreakable frenzy. Once the Saurus stacks get too big to auto-resolve, you augta have enough weapons and arty to win a frustrating battle. Or just fall back to a walled city.

Agree to peace agreements, but don't trust the Lizard or elven AI to keep them for longer than 5 turns. So if the north lizards want peace, agree and head south asap, then rush back. The vampires don't leave the desert unless there's some ruins to capture. Strygos can be very chummy chummy with you, so there's trade money if they have a port.

If you station an army in march stance at the intersection between your port city, your capital, and scrag pit (or whatever it's called) you can defend 4 of your settlements with a single army. Just march it to garrison whichever one needs help. The same goes for Serpent Coast.

When the elves land on your shore, send an army to seige the island so they can't start a second stack. Once you wipe the landing force (which can't move after it lands), go assist the siege. The other islands are just a matter of hittting the ones with no garrison. The sooner you deal with them, the better. Dragons are annoying.

Once you seize the southern coast from the KroqGar and raze the elven islands, you've got perfect shokepoints at the golden pyramid and your main capital, only thing to worry about with regards to your southen settlements later is the intervention and chaos/skaven spawns. The skeven ones use underways to get past the chokepoints.

Lastly, Vortex isn't about painting the map red. Take the Jungle parts of the soutlands, burn the rest if it becomes a problem. Vampiric corruption makes the desert a pain in the ass. Only go if you need the warpstone mine or you need a corridor to stop a Lothern victory (which I did). Burn the wood elves. Send an army to Lustria in case you get missions there, and to help pestilens by supporting their armies or defending their cities (The trade money is necessary and they contest enemy warpstone).

Inteverentions work best early to mid game, and only use them on the last 2-3 turns before the ritual is completed. Don't bother with them once elite units are everywhere. Only if the enemy is about to win the game and you're desperate, though it probably won't work anyways .

As you can see from the wall of text ...you picked a tough campaign to start.


Also, there's this little dead end passage near your capital that you can use Skaven Underway to cross the mountains if you need it.
Last edited by MrGuyper; Oct 27, 2017 @ 10:48am
Barser Oct 27, 2017 @ 10:49am 
In my queek campaign vampire corruption was no problem at all. Actually as soon as you get going the game become pretty easy. You can earn a lot of money from skaven settlements and they grow super fast. I agree with the building walls in every settlements. They are always worth it and even give you money.
Dreagon Oct 27, 2017 @ 10:52am 
Fight most battles as the skaven. The auto-resolve is terrible. There are enough fights you can easily win but have you at a massive disadvantage in auto-resolve. Also, don't be afraid to lose battles. The whole thing about losing a battle but winning the war. Because of the low leadership of the skaven they are still in relatively good shape when they are routing. If you play battles a little smart you will be able to do enough damage to the enemy that in the next battle your actually in better shape than they are. For example: I ambushed Kroq-gar as Queek with just Queek, his starting units and the rest clanrats. I lost the ambush but did a lot of damage. On Kroq-gars turn he attacked me. In that fight I was capable of beating him.
MrGuyper Oct 27, 2017 @ 10:57am 
Originally posted by Barser:
In my queek campaign vampire corruption was no problem at all. Actually as soon as you get going the game become pretty easy. You can earn a lot of money from skaven settlements and they grow super fast. I agree with the building walls in every settlements. They are always worth it and even give you money.

Yeah, using the underway and raiding worked once I figured it out and wiped the Necrach. Still, desert and vampire attrition+ negative bonus just wasn't all that great for the effort. It was a late game push though and cracking Khemri and the pyramid full of late tier stuff... Oy.

Just finished doing the same in Mortal Empires.
Last edited by MrGuyper; Oct 27, 2017 @ 10:59am
Vanidas Oct 27, 2017 @ 11:05am 
I tried a strategy that worked fairly well as far as I went.

I basically sat in my home province mustering up until I had a full max-level army, occasionally sacking Arachnos for some XP.

Eventually, I took my army and went straight for Karak Eight Peaks, started a plague there to weaken the armies, did the Thirteenth Scheme to get the Mors Clanstone ability, then took it. Though by the time I got there, a rogue army of Chaos Warriors and Dark Elves had taken half of the Southlands and Badlands, and was kinda OP to deal with since they had 15 units in every settlement, most of which were high-end cavalry and Chosen units.

It worked, but the rogue army made the gameplay after I ate the Greenskins fairly difficult.
MrGuyper Oct 27, 2017 @ 11:08am 
Originally posted by Dr. Von Feffarf:
I tried a strategy that worked fairly well as far as I went.

I basically sat in my home province mustering up until I had a full max-level army, occasionally sacking Arachnos for some XP.

Eventually, I took my army and went straight for Karak Eight Peaks, started a plague there to weaken the armies, did the Thirteenth Scheme to get the Mors Clanstone ability, then took it. Though by the time I got there, a rogue army of Chaos Warriors and Dark Elves had taken half of the Southlands and Badlands, and was kinda OP to deal with since they had 15 units in every settlement, most of which were high-end cavalry and Chosen units.

It worked, but the rogue army made the gameplay after I ate the Greenskins fairly difficult.

Seeing as he's having trouble with elves and he needs warpstone, I think he OP is talking about Vortex campaign.

Your ME campaign seems pretty cool though. Can't wait to get out of the southlands.
Dervish19 Oct 27, 2017 @ 11:39am 
Originally posted by crushcommando:
So out of the new races the skaven are my favorite; i love Queek in lore so i wanted to try him first. Early game is easy enough grabbing up territory, but after the first couple dozen turns or so it seems you can't get anything done. To the east is skaven clans one of which has the warpstone you need which wouldn't be an issue except the place you need to take is garrisoned with a hell pit abomination....pretty sure you aren't killing that anytime soon. So naturally i try to go north and swarm the lizardmen, this goes well except every 5-10 turns or so 2 small high elf raiding forces pop out from the ocean and begin assaulting my cities forcing me to turn back to save what i have. In my game Kroq-Gar wiped out moulder and their allies (i was able to sneak the warpstone place from him when he abandoned it) but his army is so insanely strong even with 2 full stacks my army apparently isn't strong enough to fight him. Everyone else is so far ahead of me in the rituals i'm unsure if i'm going to be able to keep up. Any ideas on how to catch up or if i should restart and try a new strategy?
1. Your army composition is probably wrong. You should have:
1 Lord (grey seer plague is the best), 1 Warlock Engineer, 2 WarpCannons (they will focus the enemy hero and/or large flying creatures), 6 catapults, 7 stormvermins (with halberds), 2 poison globe bombadiers (to protect your artillery vs large flying monsters and/or cavalry) and 1 slot for whatever you like.

Your tactics in battle is simple as f*q. You position your army as far from the enemy as possible, your artillery in 2 rows, by 4 in each row. Warlock engineer stands in the middle ready to give his active bonus in due time.

Dont position yourself in the forest - trees will stop your artillery's bombs. Highground or some hills is the best terrain for you.

You wait for the enemy to come in range. You summon clanrats near the enemy Lord to tie his army and stop them from moving. Your artillery mangles the enemy troops (WarpCannons are focusing the enemy Lord or some dragon, whatever). Your summoned unit will immediately flee in panic, but it is ok. They still tie the enemy whilst your artillery kills them. When they get closer, order your Lord to summon some clanrats too, use some spells and keep them busy. Repeat until silly remains come to melee range. Finish them off.

You should try to focus the fire of your catapults where a few of the enemy units gather together to maximize his losses. Try to keep the focus until they run, then switch to another targets. Dont target cavalry or large monsters. Catapults are anti-infantry units and your goal is to make them run.

This army can kill any other army 1 vs 1. Once your Lord and Warlock engineer will get some lvls and get all those boosts for artillery - you should be able to kill anything 1 vs 2 or 2 vs 4 stacks.

2. You should not care about rituals. Forget about the warpstone, you will have enough when your time comes. Just kill your enemies and build your empire. By the time, when your enemies will go through the final ritual you should be able to raze one of their ritual cities or defeat them in the final battle (its easy).

3. Money. Recruit another lord and send him to travel by the seas to get tasty bonuses and a lot of money (5000 or 10000 gold per site).
Last edited by Dervish19; Oct 27, 2017 @ 11:42am
crushcommando Oct 27, 2017 @ 3:18pm 
Thanks for the help guys but i finished this campaign ages ago lol, forgot to close the thread.
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Date Posted: Sep 28, 2017 @ 2:15pm
Posts: 8