Total War: WARHAMMER II

Total War: WARHAMMER II

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Teclis Mortal Empires start
I do not know what i am doing wrong. I simply can't get his starting position to work. Every try has either resulted in utter disaster by turn 20 because the Blessed Dread and Vampire Coast decide to gang up, or turn 40 when Harkon shows up with a gunnery mob army whilst i'm being warred by four factions at once.

I can't build momentum, i can't get an economy going even with trade agreements and half the time i start with a hero that's so bad i have to fire them/send them off to die before they cause rebellion simply by BEING in my province!

Is it me, or did Teclis' start get screwed up with the Vampire Coast and special lord release?
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yoda gaming Mar 8, 2019 @ 6:25am 
i got my economy going by sacking the vampire coast city next to the starting province and beating luthor harkon's ass,i do not mess with the blessed dread for now
Doesn't help in the long run, sadly. You have to let him take said city. And by the time you war him, the Blessed Dread'll get triggerhappy too.

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Having three factions start in that close proximity to eachother is kind of nonsensical. The only reason his start isn't considered very hard is purely due to his alliance with a passive faction of lizardmen.

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Last edited by Baron Bob Blitzkrieg; Mar 8, 2019 @ 6:46am
TehOuchies Mar 8, 2019 @ 6:49am 
Last time I did it. (was co op with Tec/Alarielle, but basic principles should stand). Unite your starting province. Get ready to pirate and turtle. Sack the smaller city to your left, get sea treasures. Just focus on leveling up teclis to be a magic power house.

Enemies get to close for comfort? Ambush stance near a garrison.

Extremely slow start, took me nearly 50 turns to start pushing out of my begining province..
Can't sack. By the time i get the chance, my ALLIES conquer it.
Gentlest Giant Mar 8, 2019 @ 9:47am 
Teclis was a tough start at the release of WH2, it's worse now that Luthor starts in his face and Lokhir in the backyard.
Did a couple hours just now to recap myself. First off, sending the starting hero north to Ulthuan right away is a great move. After that it should scout either west for lizards and Nagaryth or east for brettonnian lands - they are usually ok with trade. Tomb kings are fairly agreeable as well.
Otherwise I've been mostly stuck in the starting province, killing Luthor three times and Lokhir once, waiting for opportunities. If my replenishment was just a little bit better I would be able to push into the awakening with this stack with mostly archers, spearmen and the starting units, so I've just qued up the building for the noble.

If I would restart this campaign I would try to get a noble asap, then destroy the building to get something more useful. I think the noble has +public order as well and that would be a godsend.

Sacking the city just west of the island have so far yielded no profits above 200 but I do it anyway just to kill Luthor and then run back to replenish.
Last edited by Gentlest Giant; Mar 8, 2019 @ 9:50am
kkc495 Mar 8, 2019 @ 9:40pm 
Originally posted by Baron Bob Blitzkrieg:
I do not know what i am doing wrong. I simply can't get his starting position to work. Every try has either resulted in utter disaster by turn 20 because the Blessed Dread and Vampire Coast decide to gang up, or turn 40 when Harkon shows up with a gunnery mob army whilst i'm being warred by four factions at once.

I can't build momentum, i can't get an economy going even with trade agreements and half the time i start with a hero that's so bad i have to fire them/send them off to die before they cause rebellion simply by BEING in my province!

Is it me, or did Teclis' start get screwed up with the Vampire Coast and special lord release?


If you are playing Teclis in Mortal Empire then your first target is Vampire Coast on top of you. Your first 10 turns or less should be recruiting a sack of 15 to 17 units of lothern sea gurad without shield. and do a surprise attack once you see the vampire coast army is not around their capital.

Whatever you do you must capture the vampire coast province with all 3 cities in it and ask for peace from vampire coast faction after you capture their cities, so you can build up. Once you do with your start out province, you should have 5 cities in total. Then you need to stop conquering and build up these cities to level 3 for minor cities and level 4 for capital cities. And yes all your cities need walls, do not have any cities without wall for garrison and protection. You need it for Chaos invasion. Then plan out your next target of attack.

The vampire coast faction must be destroy or weaken from the start of the game because of their corruption. Vampire corruption is very bad for high elve or human factions, so rooting them out is your 1st priority. Once the vampire coast is weaken or destroy you will have an easier time maintaining your borders.

In all my Teclis ME game, I pretty much capture the vampire coast province within 20 turns before they can build up to a strong force.

The vampire coast will usually be at war with vampire coast martinee on their north, so wait for opportunity. Once you see vampire coast main army move up to deal with vampire coast martinee you drive your boat near their capital and siege their city. Usually once you siege their city with a sack of 17 units of mix lothern sea guard and spear-mans they will attack your siege with their garrison units in their capital city, so this is your opportunity and you must win the battle and capture their capital. They will have a large garrison in their capital, so it is not a easy win but it is do-able.

I recommend you add on the "Magical Barrier spells for Legendary Lords" mod for Teclis so you will have more chance winning the first offensive battle against the vampire coast.
https://steamcommunity.com/sharedfiles/filedetails/?id=1294751963

it is a shame that the magical barrier spells do not come with the game when it is in their the warhammer 2 game intro video for marketing.

I play this many time, and the siege of the "The Awakening" city is usually my 2nd offensive battle. It is not a easy victory because vampire coast will have monsters in their garrison, but it is do able.

Remember you need to build up these cities for the Chaos invasion with 6 sack of heavy armoured armies.

And by the way, if you start out with a mage that have very bad status I recommend restart the game and hope to get a better one on next restart.

Playing total war warhammer is not like other game. You really need to plan it out.

Last edited by kkc495; Mar 8, 2019 @ 10:19pm
Your first 10 turns or less should be recruiting a sack of 15 to 17 units of lothern sea gurad without shield. and do a surprise attack once you see the vampire coast army is not around their capital.
How are you recruiting Lothern Sea Guard at Turn 10????
kkc495 Mar 8, 2019 @ 11:14pm 
what do you mean? build and up grade your building?
kkc495 Mar 8, 2019 @ 11:29pm 
You start off with a "Militia Camp" then up grade to "Rally Field" for Lothern Sea Guard (no shield) units. The Lothern Sea Guard (no shield) units mix with spear-mans is your army to attack vampire coast. Your arrow can shoot further distance then guns, so you have the advantage over them, just watch their monsters units. And install the "Magical Barrier spells for Legendary Lords " to keep your unit from taking heavy damage from their monsters.
The two " Maxima" spells is very good and use flock of doom on their melee and monsters units for your battle. With Maxima spells you got protection from the enemy and with flock of doom you weaken the enemy.

Capture "Funming Serpent" city in Volanic Islands province then go straight to "The Awakening" city in Vampire Coast province when the opportunity comes.

Yes, you have to be quick. Don't call for war with "Vampire Coast" until you land on their capital city on the same turn sieging it. Don't let them know you want war with them, it have to be a surprise attack for it to work.

The first 20 turns and your first 2 provinces is the most important. These two provinces is your base for economy and military. And removing vampire coast faction will save you a lot of headache later. Don't worry if it is 20 turn or over, just remove vampire coast and capture their capital and build it up for your base. It will give you a lot of game money and weaken them.

Keep an eye out for the war between "Vampire Coast Mutineers" and "Vampire Coast" factions. Send your mage up if you need to check the "Vampire Coast" main army. Once you see "Vampire Coast" main army siege "Vampire Coast Mutineers" city or seeing them attacking each others you know your opportunity can happen any time soon.

It have to a surprise attack as well with "Vampire Coast" main army out of the city too far away to save it from your siege and they feel they can save the siege by attacking you with their garrison army. I done it at least 6 times already playing easy or normal level. However whatever level I play, I will still do the same. Having the vampire corruption around will cause headache for the long run.

Both vampire coast and old world vampire race can not be left unchecked if you are playing as the good side. Their corrupt spread like diseases.

Good luck :)
Last edited by kkc495; Mar 8, 2019 @ 11:57pm
Gentlest Giant Mar 9, 2019 @ 2:47am 
I don't think it's very useful advice to install a mod that improves your combat ability.
When I'm looking at the awakening garrison I'm thinking "I need 2 bolt throwers so I can destroy a turret before I can engage this" but it's possible that I'm overestimating it an a 14-stack of basic units can do it?
Sn3z Mar 9, 2019 @ 4:15am 
You shouldn't attack the fuming serpent let the AI build it up clan Eshin are far too spread out to a be a concern. Later you can sack it for more gold.

You should target the DE first and wipe him out, I killed him by turn 5 but got very lucky. Don't make a stack of LSG its so much money and your won't be using the unit as you should, you be better of with 2-3 units of LSG on flanks and behind, then putting missile cavalry into your army but that can be delayed.
senate Mar 9, 2019 @ 4:37am 
I take out the vampire coast first. You can grow a full stack early. Defeat Luthor Harkon's army with an ambush, then take out the main city. Just manage replenishment well. After that destroy Luthor's faction. Then demolish any army buildings(so rebellions are weaker), and build a wall, so that city can defend itself against rebellions while your main army moves on. I went for the DE faction. Then the skaven.
Cacomistle Mar 9, 2019 @ 6:20am 
Originally posted by aidenpons:
Your first 10 turns or less should be recruiting a sack of 15 to 17 units of lothern sea gurad without shield. and do a surprise attack once you see the vampire coast army is not around their capital.
How are you recruiting Lothern Sea Guard at Turn 10????
Also why 15-17 sea guard. Like 7 of them function as a line, and teclis is completely broke at the start of the campaign. Just get like 7-8 of them and everything else archers.

Originally posted by Gentle Giant:
I don't think it's very useful advice to install a mod that improves your combat ability.
When I'm looking at the awakening garrison I'm thinking "I need 2 bolt throwers so I can destroy a turret before I can engage this" but it's possible that I'm overestimating it an a 14-stack of basic units can do it?
A 20 stack of whatever archer units can just shoot everything on the walls. They outrange gunnery mobs so the towers are the only thing shooting you. They'll kill ai army significantly faster than your army will die to towers. So you will easily win vs just a garrison, and if they've got 2 stacks without a lot of mortars or something its doable but might require some thought cause you'll run our of ammo.
Last edited by Cacomistle; Mar 9, 2019 @ 6:22am
kkc495 Mar 9, 2019 @ 6:22am 
Originally posted by senate:
I take out the vampire coast first. You can grow a full stack early. Defeat Luthor Harkon's army with an ambush, then take out the main city. Just manage replenishment well. After that destroy Luthor's faction. Then demolish any army buildings(so rebellions are weaker), and build a wall, so that city can defend itself against rebellions while your main army moves on. I went for the DE faction. Then the skaven.

This is same thing as I was saying. The vampire coast need to be taken out first. Their vampire corruption will bite your back side if you don't do it early.

I remember the days when Total war warhammer 2 come out and I was playing Teclis in M.E. and the vampire coast DLC is not even out yet and I was fighting against skeleton warrior of some vampire lord. It wasn't easy, but I did it and conquer their vampire coast province.

After the vampire coast DLC come out, it got a little harder become their garrison have monster unit in it like crabs. I will try to get the spear units on the monsters since they are anti-large.

Both the skaven and Dark Elve is the second priortiy. Dark Elve shouldn't attack you until they take out some lizardmen cities and skaven too are fighting against the lizardmen. So therefore you need to quickly take out the vampire coast when you still have time, because once the skaven and dark elve take a few cities they will alliance with each other and gang up against Teclis. So if you have two provinces fighting their alliance will be a lot easier.

I remember when I played Teclis just a month ago, the Skaven was sending 2 full stacks on me as Teclis not long after I got the two provinces. After the dark elve come straight after the skaven attack. So I was fighting 3 full stack armies with one full stack. And at the same time trying to build back up my 2 provinces. Cash is tight but manage-able.

Try to build a "Grove" building in on of your level tier 3 city so you can have "White Lions of Chrace" early, it have armour piercing ability. They are not the best, but they will fight of the waves of skaven and dark elve for you, since it take time to build the "Grand Repository" for "swordmasters of hoeth" units.

The skaven, Dark Elve, and vampire coast will form alliance against all lizardmens and Teclis. So you need to destroy one of these faction before their alliance can fully form. Hopefully you will take out vampire coast early or at least greatly weaken them.

If you check around all the provinces around Volanic Islands, the vampire coast province have one of the best money producing cities. All 3 of the vampire coast cities have a port, so money will keep rolling in easily. This is the good thing about port city, you can make quick cash fast. You will need all these quick money for building up in the coming defensive battle against the skaven and dark elve.

Once you fight off the skaven and Dark elve Lokhir Fellheart (The Blessed Dread ) offensive attack, you will need to get a peace pack with one of them, so you can target the other and destroy one of the faction in their alliance. Most of the time the skaven will break peace with you once you destroy 2 of their sack ( so much for allying with skaven for the dark elve A.I. ). Once you got the peace pack sign with the skaven jump straight to the dark elve and destory them. Take all their cities, so only their admiral is left at the sea.

Now the dark elve is useless without city and a land army. Their dark elve sea admiral will run up and down around vampire coast, however don't worry about them since without city and a land army they are useless anyway. In fact I will sign a peace pack with them once you have taken all the Lokhir Fellheart (The Blessed Dread ) cities.

After the dark elve you can than target the skaven and finish them off. Once you did that you should have at least 3 province ( vampire coast, volcanic islands, and headhunter's jungle ) and thing will be easier after you take out the dark elve and a weaken skaven, dark elve and vampire coast alliance. I called them the 3 axes alliance. These 3 are very strong together, however once you weaken 2, the other become useless against you.

The northern lizardmen will scene the weaken skaven faction in the south and will join in the attack against them as well once you start taken a few skaven cities. Once the lizard-men mass jump into the skaven. It is game over for the skaven. They are sitting duck or smelly rats waiting to get destroy without the other 2 factions helping them in their alliance.
Last edited by kkc495; Mar 9, 2019 @ 7:09am
Cacomistle Mar 9, 2019 @ 6:26am 
Originally posted by Sn3z:
You shouldn't attack the fuming serpent let the AI build it up clan Eshin are far too spread out to a be a concern. Later you can sack it for more gold.

You should target the DE first and wipe him out, I killed him by turn 5 but got very lucky. Don't make a stack of LSG its so much money and your won't be using the unit as you should, you be better of with 2-3 units of LSG on flanks and behind, then putting missile cavalry into your army but that can be delayed.
Missle cav seems like a bad idea. Thats more red line skills you need to make them do anywhere close to archers damage (assuming you've buffed your infantry and archers with the +8 ma/md and missle damage ammo). Then they aren't much better at melee than even regular archers cause regular archers benefit from that melee buff. They won't get benefits from the techs you can get very early on that buff archer damage. And they require another building to get, which could have been an income building.
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Date Posted: Mar 8, 2019 @ 5:58am
Posts: 26