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Bir çeviri sorunu bildirin
whereas my normal lords since they cant field 50 upkeep stormvermin they have clan rats as the bulk with a few specials (plague monks death runners or stormvermin) with 1-2 catapults and or cannons with 2-3 runner type units.
oh yeah also forgot if i can help it i'd love to have a warlock enginer in most armies due to their passive army buffs and doomrocket or something rather (and its assortment of supportive offensive spells)
Lord (ideally princess for ranged buffs), a light mage, 8 Lothern sea guard w/ shields, 6 archers w/ light armour, 2 phoenix guard, 2 bolt throwers.
Main line is sea guard with phoenix guard securing the wings, archers directly behind the front line, bolt throwers behind those. Anything coming close has to run a gauntlet of 14 units of archers and 2 bolt throwers, not to mention the overcast net of amyntok the mage is there to provide. Anything reaching your line is going to be REALLY weak, then will find that sea guard are actually really damn good at holding their ground, while the archers behind never stop firing.
Most of the build is only tier 3 units, with upgrades early in the tech tree. It's wrecked everything I've encountered so far in open field, and it's perfect for sieges (always win with close to zero casualties). Its only weakness is autoresolve, it counts the sea guard as archers, so it stacks melee casualties HEAVILY onto the phoenix guard, don't auto if the phoenix guard are anywhere below 75% strength, you'll lose one or both, if you don't lose them it's fine though, because the post-battle regen will also stack onto the phoenix guard and replenish them to full almost every time.
My main army is Lord Mazdamundi in his stegadon (very powerfull, plus nasty spells like ruination of cities and a vortex attack, can't remember the name).
In the same army a Skink chief (in stegadon) and a Saurus scar veteran in a carnosaur.
Main line, 8 temple guards (reduced maintenance in Mazdamundi Army), 2 sking skirmishers, but I will replace them with two ancient stegadons, they look really powerful. 2 terradon riders with incendiary amunition. 2 bastiladons with solar engine (blind effect) 2 Regular Stegadons (weel one of them is a blessed one, improved range). A single horned cool ones riders unit.
So far, this army is working really weel. The temple guard are great to lock the enemy army in position for Mazdamundi magic to decimate them (mostly the vortex spell), ruination of cities I only use it over really hight densities of enemies or when I have then entangled with the net spell.
And that is when the enemy actually manage to engage, the effect on the enemy moral from all the monsters in this army, specially the ones shotting at them is huge.
I hear Kroxigor are great, but I have not tested them yet...
That sounds glorious to behold my good sir.
This isn't exclusively limited to HE btw it doesn't matter what faction you use in campaign just tell us your build and why you like it!
Not only is it helpful to see how others are playing the game but it's fun to learn it as well.
Is anyone going with Dark Elves? I know one person posted their DE build.
This is making me wanna try out a Lizardmen campaign. I did briefly try one but abandoned it fairly quickly bc I wanted to do s serious run with HE.
IIRC the fluff and crunch had Skinks and Kroxigors working together very often to the point where they were referred to as Skrox sometimes.
I'm definitely interested on the Lizardmen a lot more after reading about builds like yours.
I got a White Lions general and fill them up with White Lions. With these two generals alone i can have a low cost army and i can take out the whole continent.
Very interesting. I keep restarting bc I feel like I'm falling behind in the Vortex race and I still don't know the armies well enough to run a complete campaign so this is all extremely helpful.
I've noticed that auto resolve is a lot more ruthless now, whereas in TW W1 I would often be able to use it to skip uninteresting battles here I might get the victory but I lose units a lot more often.
I haven't been using Sea Guard a lot myself but of course I haven't really ♥♥♥♥♥♥ far enough to start using them as a main line infantry unit.
Do you prefer the regular Sea Guard or the Shielded variant for your front line?
Now as far as your economy do you prefer to expand through war? Do you attack the other High Elf factions to control Ulthuan?
Also do you use your Sea Guard as the frontline? That's what I assumed when reading your post.
Shielded seaguard in front, basic seaguard in second row, arty and archers in third row. Swordmaster and dragon on each flank. Lord and hero in the middle. Depending on situation, dragons either hold flanks vs enemy cav, or get sent to charge enemy lines, tying up the enemy advance and letting seaguard shoot for a bit longer. Mages just AE ♥♥♥♥, with lifebloom procs. Swordmasters are situational. I like them just because they can chop rats for days, but honestly, they could be replaced with cav.
But this setup is weak to massed monster charges. 20 stegadons/T-rexes can give you a bad day unless you auto-resolve. I sent 2 cookie cutter seaguard-archer-arty stacks vs this lizard build, my guys got over-run. Low-level lords with no buffs tho.
Im not sure you need that many monster units but they come in handy for just busting through gates and sniping a lord. That "Wind Blast" spell is broken, it can chunk multiple units at once for like 70% of their HP in one cast (use Alt to control the direction of the cast, and make sure to hit enemies with the tail end of the spell, it gets WAY stronger halfway through and after the cone)... costs like 7 winds of magic and has a 8-13 second cooldown. It sucks against anything other than foot infantry though so dont use it on monsters/cavalry. I also couldnt get it to work as well against dwarves, High Elves/Lizardmen/Skaven/Empire still got destroyed by it though.
Obviously early on your options are limited and I'm just as interested in seeing those as I am in seeing the end game builds where you have all units unlocked.
I have noticed that those wind spells are much stronger now. I like that magic makes a much larger impact. It could be said that wind spells are very powerful like you said but they do require good placement.
Overall I haven't spent enough time with magic in this game to make a conclusive judgement yet.
Also don't underestimate a HE mage, they can melt characters (I insta killed a level 28 DE lord on a dragon with 1 spell)
White Lions and Sword masters I find are good vs armys with low ranged units, or close range units, where as sea guards ans dilver helms are my go-to for HE-HE fighting