Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Capable Melee Hero in Noble's,
Has most amount of Hero Units, 4 differrent Hero's vs 3 for everyone else.
Monsters, you have Great Eagles and Dragons.
Dragons are resilant
High Elves have a trade based economy
Can Control how other Factions feel about each other via Influence Points, turning Allies against each other.
Army Tactics, Ambush Attack only group able to do that other than Skaven Race or maybe Beastman.
Massive Variety in Hero Units.
Has Cav doesnt need to use it, but Cav based army is a viable option.
Although he has only 2 favored terrian, he has only 2 unfavored terrain.
His option of favored terrian gives him a large area in the old world to set up base in, the Badlands :D
His 5 yellow options for terrian are also sort of a not really disadvantage since the debuff is kinda a slap on the wrist really.
Very balanced overall rooster for armies, you can make differrent army types based on your Lord Passive Buff. Very good at ambushing and can move army just like Skaven/Dwarves/Orcs/Wood Elves/Beastmen with Shadowmove.
Whoop's, I have no idea how Steel Faith words ><
This is advice for base game.
Nice, well-thought out answer. Thanks!
The ability to use raise dead and sometimes raise an entire end game level army instantly is amazing (I've only actually recruited units in to one army so far, turn 250 due to great battle sights being in nearly every province).
Spreading corruption and the awakened battlefield building which helps deal attrition make for very interesting campaign funcionality.
3 of their 5 LL's are pretty good, if not great in a scrap with regeneration magic on every LL (with one having passive +350 exp to every unit in every army per turn).
Varghulfs, Vargheists, Crypt Horrors, Terrorgheists, Dire Wolves, Fell Bats, Crypt Ghouls.
Only real con is a lot of people are prejudiced against you so trading can be hard.
Yeah, it's hard to avoid this reco with all my criteria! :D
There's just so much to do with this faction, so many playstyles. I probably spent more time with them than any other one (including Orks).
Second thoughts I think TK's infantry might be a bit squishy for you.
Monstrous infantry, Monsters as long as you dont use elves not fragile.
Durthu is caster, strong melee hero (despite CA's desperate desire to nerf him).
Development options are poor since outposts.
Well I'm unsure if your recommendation is good but I also dislike fragile units (unless ranged) dont like Cavalry (unless it is Bretonnian) and about lords variety... well Trees are definitely different than archers (who arent so melee but...).
Well. When I were starting TW:WH1 I expected Chaos to be my favourite but it ended on WE). When i started TW:WH2 I had alot of fun with Lizardmen who I wanted since WH1 but ended up finishing my first Campaign with DE and playing WE again in me.
High Elves have the widest range of toys to play with in TWW2, strong infantry, cavalry, and chariots in both melee and ranged flavours, plus a whole bunch of giant flying monsters. Their lords/heroes are varied and powerful, and have unrivalled mount options.
What are they lacking? Monstrous infantry, land based monsters, and varied artillery (they get decent field artillery, but nothing heavy). However...
Why Alarielle? She gets the tree units you're used to (all three varieties), which plug two of the three gaps in your roster. If you feel the desire for a melee powerhouse lord, her start location isn't far from Lothern, where you can confederate Tyrion. Also, being on Ulthuan, you have an incredibly good start location from which to dominate the world.
Lizardmen : resilient, lot of monsters and good eonomy/trade/expansion options. But lacking diversity in heroes and lords.
Tomb Kings : kinda fragile at the start, it's hard to get them going and they develop they citied kinda slowly but on the other hands, they end up being a HUGE powerhouse : very resilient and powerful monsters. Good lords and heroes options. Lots of potentials trade partners and expansion possibilities. Economy is lacking, since they don't pay their units, but that's why they power up slowly.
Well its gotta last for years :D. Ain't no more original WH lore pre end times being made. This is it as far as that goes.