Total War: WARHAMMER II

Total War: WARHAMMER II

View Stats:
Tips/Tricks - Wish I'd known
Hey!

Please share your tips and tricks or advices which you wish you'd known when you started out with one faction!
< >
Showing 1-15 of 15 comments
pokerhabs Nov 4, 2019 @ 4:21pm 
- Merging unit cards
-Yellow line showing you possible reinforcement
-raiding to avoid attrition
-lightning strike being a must

Probably alot I am forgetting and probably alot I still not learned yet lol.
Queco Jones21 Nov 4, 2019 @ 4:28pm 
Dragging/dropping unit cards in battle deployment to better organize a formation.

If your Waaaugh or brayherd colonizes a ruins, it will be its own independent allied faction that appears weak to the AI.and this can get you involved in a bunch of new wars
Android Poetry Nov 4, 2019 @ 5:47pm 
Teclis and how to aim spells ( keep holding the click button and move mouse), and overcasting spells (click the spell button twice). These are not at all obvious when you are new.
LeeJP Nov 4, 2019 @ 6:06pm 
Originally posted by Indian Chief:
Hey!

Please share your tips and tricks or advices which you wish you'd known when you started out with one faction!
You actually have to manually place Banners on units in the pre battle screen, it's not an automatic passive effect.

Dr. Uncredible Nov 4, 2019 @ 6:43pm 
Walls, walls, walls. Walls everywhere.
It´s incredible how much friendlier your neighbours get once they can´t just walk into your villages.
Queen of Spades Nov 4, 2019 @ 6:56pm 
Holding down right click before you move a lord or hero will tell you information about the movement before you make the action. For example, it will show you the movement percentage so you can move the maximum amount before encamping, or you can see if there weill be diplomatic repurcussions or not.
Caucus Flow Nov 4, 2019 @ 7:01pm 
Orc Unit transfer fightiness penalty. Alliances are just avenues for AI to sneak into wars against the player with no penalty.
Agent441 Nov 4, 2019 @ 7:41pm 
For easy wars make sure you keep your war front to as little as possible no need to be having wars in different directions.
Coastal cities are really good at holding onto whole continents. Held off many armies trying to gain a foothold on the beach but combine deep sea attrition fortified city and 20 lizardmen army solid defense.
When attacking cities with walls if you don't have arty but have decent front line infantry fight for just the walls once all units are dead that were on wall you can plan out the next phase as to how you want to pick apart their defense.
Air cavalry are the ultimate units to pick apart an army while only using a few units i.e can take out many types of units if you see it's isolated as this is a.i. even works for obliterating units on walls. Focus on 1 unit a time or you can attack multiple be make sure you have a good amount of units focusing on 1 target as to make the initial blow devastating to the point the start to crumble for those type of factions or they retreat granting free kills. (This is mainly for tiktak'to as if you have all your air cavalry ripperdyactyls close to him he will buff them all on top of his buffs through the skill tree so imagine 10+ ripperdactyls charging 1 unit killing or sending it running for the hills before their army can attack your units than rinse and repeat and outside isolated units or wait for them to commit to your very reliable saurus line preferably with a wide line to spread the enemy units out more those allowing for easier overwhelming isolated attack strategies.
I find regular cavalry outdated if you have air cavalry.
Hieronymous Nov 4, 2019 @ 8:48pm 
1. Reserves: When I was a boy reading about military history, the concept of reserves confused me: Why not commit all your forces? The reason is so you have something to react with.

2. CA's concept of diplomacy- Having a large military force = diplomatic success. Weakness = dipolomatic failure.

3. Bretonnia: Worst faction in the game
theSeb Nov 4, 2019 @ 11:44pm 
Originally posted by 5tr8_boi_117:
Holding down right click before you move a lord or hero will tell you information about the movement before you make the action. For example, it will show you the movement percentage so you can move the maximum amount before encamping, or you can see if there weill be diplomatic repurcussions or not.
And left click to cancel the planned movement
Saint Nov 5, 2019 @ 12:10am 
Originally posted by Hieronymous:
1. Reserves: When I was a boy reading about military history, the concept of reserves confused me: Why not commit all your forces? The reason is so you have something to react with.

2. CA's concept of diplomacy- Having a large military force = diplomatic success. Weakness = dipolomatic failure.

3. Bretonnia: Worst faction in the game

This guy doesn't own Beastmen or Chaos if he thinks Bretonnia is the worst faction.
EvilJoshy Nov 5, 2019 @ 5:45am 
I wish I knew to ignore the scale of power when it shows a battle. There have been times when the odds were in the enemies favor then I said $#%^ it and fought the battle anyway. Then I win the match without losing an entire unit. The way the game scales power and auto resolve is awkward. I was fighting Luthur Harkon and he had the edge by like 80-20. I looked at his army comp then decided to attack him anyway. He had like 4 zombie pirates, 2 zombie pistols and the rest were zombie grenade throwers. I rarely use the coast so I don't know their units names. Once I got in close they fell apart, literally. Auto resolve would have made me lose that fight.

Unless it''s 90-10 your way, never auto resolve. You'll get the job done with less losses.

Looking back there were so many cities I could have taken several turns prior if I ignored the orange-red bar.
Last edited by EvilJoshy; Nov 5, 2019 @ 5:48am
Indian Chief Nov 5, 2019 @ 7:08am 
I learned from this a lot.

Mine would be:

- Always go for the dwarves early on.
- Make more than one army so you can expant faster.
- Utilize the rebellions to gain xp and don't be afraid of it.
-Don't build the damn barrack in your main city. Takes up the slot only.
Scar Glamour Nov 5, 2019 @ 7:29am 
- Shields can block every ranged attack but artillery and fire.

- Firearms can fire over your own units when targetting large enemies but not infantry.

- You can aim and fire some artillery pieces manually, which can make a difference in early game.

- Artillery firing at the enemy engaged in melee with your units will do about the same damage to both.

- Poison reduces enemy speed, melee attack and damage.

- Speed debuffs reduce charge bonus.

- Magic resistance reduces damage from melee/ranged magical attacks.
< >
Showing 1-15 of 15 comments
Per page: 1530 50

Date Posted: Nov 4, 2019 @ 3:51pm
Posts: 15