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
Lord, 2 Warrior Priests, Light Wizard (for net), Bright Wizard, 3-4 Hellstorm Rockets, maybe a Captain or steam tank thrown in there and the rest handgunners.
Luminarks are absolutely the bane of Vampires, and can do good work on Norsca too since it'll wreck their troll forces.
Against Chaos, there are three major 'classes' of enemy (not counting dragon ogre types which are their own horrorshow). Heavily armored but not super fast, lightly armored and ungodly mobile (Horsemasters especially), and the 'why have you forsaken me?!' that is Chaos Knights.
So a really effective army for the vampire front may not work so hot against chaos, and vice-versa.
Why no Helblasters, though? They put out incredible amounts of damage to all targets.
i'd use the standard army template.
Aka, Lord, Hero, Sorcerer (fire or any other decent damage spell). Mainline is halberds and some gunners, arty is entirely comprised off Hellstorm rocket batteries. (atleast 3 better 4.)
use checker bord and lightning strike to eliminate one horde after the other or in combination with garrisons and walls .
Orcs and VC don't really have anything that I feel would make it really, really worth dragging out a great cannon over rockets.
Still, I was wondering what was best for everything the can't handle; direct fire, armor piercing units seem to be an essential staple in every army: why mess around with handgunners when volley guns are apparently better?
Sure the range is shorter, and the arc of fire is more direct so in siege they will mostly be here to destroy towers, so you really don't want more than 3 ImO, 2 having my preference.
But the ability to destroy any elite unit befores the elite unit can do anything is invaluable.
Also, they're ridiculous in auto resolve currently. getting 400 kills each in AR is the usual pretty much.
However if you dedicate more than a few slots to antiinfantry you need the rest of the army to be equally specialized.
Id recommend demigryphs with halberds unless you have some very tough heroes to hold the line in which case you can try gunners. you're still gonna have a bad time vs flying and cavalry heavy armies if you dont have some strong melee units though
Four Helstorms? Impressive; I was religiously bringing only 2 artillery per army at most since their value drops like a rock when the lines meet. If Rockets are just that good I'll gladly risk taking more.
It depends on the faction for VampireCoast i tend to run 2 carronades and 3 mortars aswell as gunnery weights (1-2 ) for my siege armies and necrofex spam for regular armies.
Hellstorms are nuts btw, i'd also reccomend that you take over whisenland with nuln ASAP if you go for arty.
Hellblasters kinda suck. Short range and about as good as handgunners. Outriders are good for chasing down units and kiting infantry.
Mortars are a good start and decent in sieges but helstorms just outclass them and always hit.
Maybe a hero on foot could escape the blasts if positioned just right. But no unit of troops is coming out of it without major damage.
And the blast area from what I've seen is (to use really crude measuring methods) about 4.5 blocks of spearmen wide, 2.5 blocks deep. So if you fire on the center of their line with 5 batteries, you can expect to hammer around 6-12 units, the way the AI tends to start formations. That's with all the batteries targetted on the unit at the center.
I'm going to guess you meant to say they're monstrously inefficient, not efficient.
Which hasn't been my experience, though. Doesn't matter what they fire at: cavalry, monsters, infantry, whatever. They massively outperform other Empire artillery, each one usually getting a few times as many kills as other artillery units. And they can keep firing once the melee is joined.
I also hate the tendency of Hellstorms to blow up your own units in a wide frontal cone immediately in front of them.
Handgunners are really good at killing isolated single entities. Hellstorm rocket batteries are great anti-infantry. Hellblasters are good'ish against infantry, great against cavalry, not bad against single entities, but they struggle for range and if something closes ground then they cannot move away.
Halberdiers and greatswords are decent'ish infantry that does well enough at taking long enough to die that you can murder whatever is murdering your infantry, but being infantry you obviously don't want to shoot hellstorms at them. Steamtanks are overpriced somewhat, but you can heal them, they're pretty much immune to hellstorm and AoE spell friendly fire, and they will not rout.
Really, there are options to handle pretty much anything, but mostly it is going to revolve around finding ways to dish out ranged damage without having your frontline completely crushed in the process.
I haven't played as much Empire as I probably should have, but I reckon a couple of hellstorms, a couple of hellblasters, a bunch of thunderers, and then whatever combination of heroes and infantry suits your fancy to delay and give the shooters time to do their thing.