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You can't base your assessments of strength off of the AI and auto-resolve (what is used when AI face each other). Both are horribly flawed. Vampire Counts (not coast) have awful auto-resolve values built in that will lead to a mid game army vs a 5 man dwarf garrison tilting in the dwarf's favor, while when it comes to the AI the beastmen is one of the best examples of where it really doesn't shine. They never go into encamp stance to heal and recruit leading to them just dwindling down over time with no effort to rebuild their forces.
The beatsmen have their own problems, but taking on a similar sized army and living to rebuild is not one of them, in fact on the hands of a human player they can stomp most of them even if the other side is human controlled, they just get overwhelmed by not being able to keep the enemies down for good, and their army losses being far more crippling due to losing a larger fraction of their force and what is the equivalent of an entire province.
Factually false.
Not the slightest.
It's a matter of fleet-based armies only; however, given how the cove-mechanic requires the player to roam the whole coastline of the map, it's quite necessary to get anywhere anytime soon.
Plain fiction.
- Captains are Hybrid caster/melee-heroes /w probably the 2nd-worst mount option in the game (worse only being "none").
- Gunnery Wrights are an illiterate copy of dwarven/skaven Mechanics; like those, they increase ranged capacities of an army, just that they do so way worse; their only true purpose is to maintain Queen Bess' functionality for a (admittedly good) while longer - that's a booster to a single unit in all of your armies.
- Mournguls get slaughtered by other monstrous heroes (Skinwolves, Gorebulls); and while their stats like impressive on 1st glance, all that glitters is not gold: Their MA/MD-stats are in line /w pretty much all melee heroes, thus not worth a mention; their phRes looks great yet comes /w basically "0" armour = no AP-dmg needed to take them down effectively; their dmg-stat looks great yet comes /w a tendency to attack quite slow due to frequent charging even whilst in melee already - which also drops the dmg-output significantly since charging often only knocks it's target over instead of actually hurting it.
Ontop, heroes in the whole game are not exactly balanced towards regular troops. Ever seen what a Plague Priest on Furnace, equipped /w Warpstone armor, does PASSIVELY in terms of dmg-proccs? Watched a Death Hag on Cauldron enjoy her time enraging Hydras while happily slaughtering enemies herself left and right? Enjoyed Skink-priests on tank-sized dinosaurs roflstomp through enemy lines, using their spells on perfectly blobbed-up enemies around them?
Finally, equipment-based stat-changes are not debateable. Those aren't unit-immanent but based on a player-choice.
Yes. On fully developed fleet-armies - which takes both quite some time AND a fair amount of money to achieve, AND is limited to a maximum of 6. I.e., it's quite an endgame-perk - at that time, e.g. HE's can set up Doomstacks /w 19 Stardragons for precisely "0" upkeep.
Obviously added to bolster your list's numbers. Else nonsensical. In the right circumstances, any lore can be "gamechanging op".
Which should've been so for Chaos and Beastmen from the start. Vagabonds needing half their daytime just to set up camp is a silly concept, they're not raising a palace to reside in all the time.
In late to endgame. Almost all faction regenerate extremely fast at that point.
Cool story.
Not even close to true.
Wow. Really. This list gets... "special"... Pirates got an unique, slow-firing and easily dodgable artillery piece as reward for a rite. TOTALLY over the top. While at it, what about Hellstorm rocket launchers? Better range, better splash area. Admittedly lower dmg/hit, but in return not limited in numbers....
No: Top-tier melee infantry, indirect-fire ranged infantry, cavalry, good army synergy (have fun using gunners and artillery alongside monsters; even your own melee infantry does not work well hand to hand /w your ranged troops).
Unlike, HE's, DE's, Lizards, who REALLY got it all, or Skaven, who only lack a single troop aspect (=flyers), Pirates are quite in line /w game1-factions regarding their roster-setup.
How about mentioning the downsides? Coves are needed for both income, and providing hero-slots. Due to being 1-slot thingies, it's an either-or-decision. Plus, cove-buildings aren't exactly free which can quickly mean a pure waste of ressources - settlements get razed from time to time, plus you yourself will want to expand your own real estate-assets from time to time.
Ontop, noone like stinking corpses = no trade options for most of the game, mediocre settlement income, abysmally low mining revenue.
It's the only reason "why to" recruit gunnery wrights at all. Dwarven and Skaven mechanics boost ammo passively instead, plus boost range, plus boost movement speed, dmg.
Silly statement.
To pick up your habbit there: Earthworms are WAY too good.
Now... why? Dunno. They are. Period. (= another silly statement).
Uhm. The benefit of horde-playstyle is not to have a home you have to defend. Which isn't the matter /w Pirates. Other than that, it's just another means of army recruitment. Convinient, powerful if used right - but nothing dysbalancing in general (could argue abt Pirates/Counts-comparison there, but that's pretty much it).
............................................. Empire has access to almost all lores. HE's have access to high lore. DE's have access to Dark lore. Skaven have 3 unique lores. Greenskins got 2 exclusive lores. Beastmen can summon artillery giants. Really? Turning from silly to pointless.
Nowhere better. Just different. Same goes for WE-offices; yet again different effects, not "better" (nor "worse").
Uuuuh ya..... raising the simplest cannonfodder units of the whole roster, at quite limited numbers, DEFINITELY makes a faction op.....
Can help you out: They are OP cuz the sky is blue. Cuz they're immune to Covid. Cuz the braineating ant-emperor has ordered so. And, most of all, cuz puppies are cute.
Re: My initial statement: not the slightest. All you did there was listing basically anything the faction has to offer, w/o any reasonable balance check relative to other factions. That's no arguing for "why Pirates are OP" but just a simple list what - quite roughly - they are about.
Yes. I am listing things the faction has to offer, because VC brings way too much to the table.
Nearly half of your arguments are just "No" or "not op!"
Like raise dead... your argument is they can only raise low tier units... You clearly have 0 idea how raise dead works.
Queen bess can half hit any infantry in 1 shot, no hell cannons are not even close to that.
And yes. Their office system is BETTER, because it gives much stronger buffs...
Pirate coves arent needed for their economy its extra. Im assuming you've never played VC.
And you have to be kidding me about lore of deeps being the wost lore of magic.
all you did was go down my list and go "NU UH! NOT OP!" compare what VC has to factions like dwarves greenskins tomb kings etc. Try countering my points with actual information, actually try playing VC before arguing with me.
at this point im assuming your trolling because of how stupid your points were. You just straight up deny facts, like VC having insanely high replenishment. your response: NO! only in the late game! yeah I didnt know turn 10 was late game, my bad.
Also "infinite winds of magic" is NOT special for caster heavy factions. Basically all of them have Knowledgeable or an equivalent trait to stack +Winds faction wide. And "From buildings"? Excuse me? the Sails building caps out at like +20 without mods and isn't even faction wide last I looked. If that's "infinite winds of magic" I really wonder what you'll say about 8 or so Knowledgeable Empire Mages.
It might be a bit cheesy but you can stack trule insane amounts of winds for any faction that's notably heavy on magic.
Even a s hitshow like the beastmen can be OP if you're willing to cheese hard enough. (Stack leadership debuff heroes)