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IMO for what I've played Ikit Claw; Tyrion; Fellheart and; Karl Franz...
There are a few exceptions, but not that many, honestly.
I would say that Gor-Rok is the best Lord for the Lizardmen, honestly.
-20% upkeep reduction on Saurus faction wide is really good, as is the Rite of Resilience (+10 Melee Defense, Expert Charge Defense, and Unbreakable for all Saurus and Temple Guard).
Plus Itza is a great region, and starting out with Kroak more or less means you can start winning battles you have absolutely no business winning by numbers from the very start of the campaign. Kroak is stupid strong.
Gor-Rok is also a pretty good unit. While he's incredibly slow due to having no mount options and doesn't deal much damage, he's basically immortal, and I have yet to see him killed in battle once. Him tying up a large chunk of the enemy army has won me battles where I was grossly outnumbered, coupled with Kroak's ability to nuke hundreds in seconds.
Skaven i'd say Ikit Claw because of the buffs the hidden foundry give.
Bretonnia I'd say The Fay Enchantress for her increased peasant bonus and her increased healing bonus.
Yeah this is what I meant by legendary lords. Sry if the question isn't clear enough.
Three that stand out in particular for their race type are:
Empire - Gelt
His faction-wide +10 armor bonus is no joke, and he is the only Empire Lord to have ANY WoM, He also gets what is arguably the best starting region due to not being surrounded on all sides by hostiles.
Vampires - Isabella
Starting with 2 vampires on top of her +3 vampire limit buff combined with easy access to a building that allows an additional vampire limit buff and early recruitment makes her an extremely strong starting lord, as vampire heroes are excellent for earning blood kisses, and corrupting regions you plan to invade. They are also extremely powerful melee/wizard hybrids that are further buffed in battle by her giving them 25% damage faction-wide.
High Elves - Alith Anar
His shadow realm stance would make him worth it even if he had nothing else. This is similar to the tunneling stances of other factions...but it is IMPOSSIBLE to be ambushed while using it. He does have other bonus factors though. He gives the high elves yet another type of powerful archer, with this one focusing on ambushes with poison arrows, and the ability to easily kill most infantry in melee. He also gives them a -1 turn on global recruitment for all units, which is a powerful bonus to have when fighting on foreign soil, or away from your most developed regions.
Oh that's what he meant by that? What I meant was Legendary Lords you pick as your faction leader, he does not necessarily need to be a "main Lord" of your faction. Like for example Queek Headtaker is the main leader of the Skaven faction, but he is outmatched by Ikit Claw, thus making Ikit Claw the best Legendary Lord for the Skaven faction. I think what the guy meant when talking about main Legendary Lords are the ones that have Introductions available.
That is what I took it to mean too. When I revised my post above this and included three leaders I was basing it off who you start off picking in the campaign selection menu.
Empire: Gelt. He has a pretty bad lore of magic, but can spam so many spells from it at a borderline unrivalled rate that he can easily rack up body counts higher than people using better lores. The fact he gives armor to...well, anything in his faction is just the icing on the cake.
Counts: Vlad. He doesnt have the magic firepower or mobility of Mannfred, but tanks almost everything, gives his entire army vanguard deployment and starts off with some fantastic units.
Greenskins: Wuurzag. His early game is a bit tricky, but persevere a bit and you will find he can buff his savage orcs to be a straight upgrade over almost any other kind. The lore of the big Waaagh! is also a pretty nice one, especially when you get foot of gork.
WoC: Kholek. Archeon's lore of fire causes him to come close, but Kholek is just so obscenely powerful theres really not much reason to take any other LL if you want to win easy. Honestly, at times i forget he even buffs dragon ogres.
Bretonnia: Honestly, i cant decide between Louen or the Enchantress for this one. Its gonna have to be your own preference.
Norsca: Wulfrik, though Throgg is close. His buffing of Marauders and the fact he can ride a Mammoth is just too good to pass up.
High Elves: Tyrion...kinda. His faction buffs are probably some of the best in the game. As a LL himself...hes a little disappointing, thanks to the Duellist rule. But, if you want to win games, his bonuses will do most of the work for you.
Dark Elves: Malekith. All of the dark elf LLs are decent, but hes probably the strongest combat lord in the game and buffs his faction quite well. Its easy to make sure a lord doesn't get higher level than him, which removes one of his downsides.
Lizardmen: This ones kinda tough, but if you want good rather than fun, Kroq'gar. He cuts upkeep for Saurus/Carnosaurs (Aka, the stuff you will be using constantly) And once you get him on his dinosaur, theres not a lot that can even slow him down.
Skaven: Ikit. Combat wise, its barely a contest, only Skrolk has any kind of use on the battlefield apart from him. Queek is a duellist with no mount or any kind of decent mass. Tretch is just a warlord with a few points moved from MA to MD. Bonuses, Ikit's workshop and bonuses to weapons teams blow away Queeks stormvermin and Skrolk's plague monks.
Tomb Kings : Settra. This one is fairly easy, he gives bonuses to the stuff you use most of the game, he beats stuff down easily on the battlefield and makes it easy to build a empire.
V Coast: Honestly, like Bretonnia, Harkon and Noctilius are kinda tied. Again, it all depends on how you like to play. Both of them are just as lethal on the battlefield, too.
In Multi he's under rated.Granted he's only useful for fighing large units, but his bonus to large helps you spend less gold on those anti large units. Probably 50-50 in multi.
BUT IN CAMPAIGN!!!!! He AUTOMATICALLY gets knights with THREE experience (whatever its called) And a TON of Trade income! This means that early on you just spam trade agreements and dont have to worry about the stupid unit cap half as much as Enchantress or Louen.
And in Mid and Late game you can couple this with other things to start spamming entire armies with level 6-9 EXPERIENCE!!!!
Early game is tough but honestly just defending against orcs and Vamps for 15 turns till you start confederating makes for unique gameplay. He is OP if he confederates Bretonnia.
Lizardmen, Empire: No informed opinion due to many recent changes.
Skaven: Ikit Claw. Strongest faction bonuses, strong combat lord, broken good workshop.
Vampire Coast: Noctillus. Good starting position, great starting units. Many options as to where to expand right away.
Tomb Kings: Arkhan the Black. Great early game units and will fight mostly Brettonnians in the early game. Poor use of ports though.
Dwarfs: Grombrindal. Super good blue tree, unique strong ancestral buff.
Orcsand Goblins: Wurrzhag. Great combat bonuses and a super strong faction defense buff against hero actions.
Vampire Counts: Helman Ghorst. The bonuses to research rate and casualty replenishment are far too high to even consider the other options as viable contenders for top spot.
Brettonnia: Fay Enchantress. Same reason as Ghorst, really. Casualty replenishment is the most important stat you can get.
Warriors of Chaos: Sigvald. Starts with a Hellcannon. That's it, really. Don't need any other bonus.
Don'treally have any oponion on the ones not mentioned