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The attention of the rest of the High Elves? Because you ambushed a few dark elf stacks they, who would be much bigger than you, accepted vassalage?
They hate me unless I'm assassinating all my targets then they love me for a while! But I can never get a confederate...
Sounds like you own anyway, I've clearly much to learn as I'm struggling basically trying this turtling on normal, I can't see how you weren't over run by rictus after being plauged by them...
But to get to walls is all three upgrades, I can't do it without 3-4 population points for each village and then what is it 6-7k in gc for the upgrade?
to a degree don't do DAs with all of them
Cool this is what I mostly do, it seems to only just about keep them from hating me... but if i stay small I should avoid teh great power malus huh?
The Blue line for Alith, how far do people go?
Do you fill the second half out completely, Ancient cunning, elven healing and quartermaster?
Trying to think whether I want my second general to focus on recruiting units cheaply and then handing them off to lords to use them... hmm
+1
Definitely the right way to go, indeed.
But at roughly turn 50, he should have been able to hire a 2nd stack (full of T1 archers & couple artillery).
Early game basic archers are extremely good, better than lothern seaguards, despite being a tier lower unit (more cost effective, better archers).
And overall he needs to fight a lot of battles, to level up skills of LL & heros.
One very efficient way is to not expand too far at start, secure one province only, don’t discover too many factions too soon, and only use a minor settlement near by as “sack city” to level up the Lords/Heros, attacking it again and again during multiple turns without conquer it, just to sack and get XP’s from it.
Levelling up your LL and others characters is far more important in early game than expand or meet new potential threats.
Getting new skills for them is priority over getting richer (even if that helps ofc, but not at the cost to drag u in multiple wars) or become bigger.
That’s the best way to start efficiently imo.
And overall in very early game, low tier archers spam In most of factions is the way to go.
Missiles units beats everything and are far more cost effective in WH2 than any other unit.
If u want (or need) to be efficient to prevail or just survive, t1 archers are always the rightful choice.
Specially true with HE, their T1 archers are extremely good.
But yeah it can be quite tricky if you try to expand too quickly even on normal because you are basically surrounded by enemies. Whatever you do, don't attack across the sea until you get help from the rest of the HE factions.
When you get silverin guards+shadow warriors you get amazing autobattle odds even against strong DE stacks when you ambush them. I had to fight some battles manually of course but they are quite simple really, just focus fire their missile troops/cavalry asap and the rest is easy. Oh yeah and try to get a mage quite early on, magic is always welcome.
Get the bottom skill tree ambush skills & lighting strike, plus try to find hero's that increase ambush chance.
Ambush Tactics 101:
Build a cheap second army with a few units, put it out front of Anar's army,
put Anar's army in ambush mode behind in range of the 1st army.
The enemy will always attack the 1st army and Anar will ambush them, it's also a great way to get enemy armies in settlements to come out and attack you.
-->Sure you do. Take generic starting province (non-city). Unless you plan to build a tier one troop building or it has a special resource, you can't build anything until it gets to tier two, so if you build your growth building, it takes one turn, is cheap, and can double your province growth. You can take it out any time you want and replace it, and by the time you have the full province a full tier, there's no point to having growth buildings unless they had added buffs...but how often do you need healing buffs in non-border provinces?
There are also buildings that may be built once you get a town to level 3, or a city to 4 or 5...until you reach that, there's no reason not to put something else there as long as it breaks even on cost or utility. For example...I know I want to put a level 5 special building in a city slot...but it costs 15k. Gonna be a while before you get to 15k? Drop in tier 1 gold production. I find I'm swapping out gold and growth buildings a lot until I get a full growth province and enough gold to build what I want. Also front line provinces you're more likely to want lower tier troop buildings and the added defence buildings (like the small building that builds knights and adds to garrison for Empire). When a province is completely developed, I am not going to have a level 3 troop building taking up a slot in a city that I can use to build a level 5 tier temple or training building.
000In the villages in my starting province, 2 out of three have ports (so does teh city) which makes the farm for growth seem a little pointless but it also has replenishment... more than that it uses the slot before I can pick something!
--> Having a farm and a port means you're doubling your growth rate. That can be a good thing! Say it's gonna take you 9 turns or so to build that town to level 3? That's 9 turns you can put in the farm, get the growth benefit for 7 turns, then trash it and make a bit of you money back. It adds up. Ditto for gold.
000So lvl 1 Garrison in the City (where there are walls) is good enough but the Villages will need to go all the way to level III? (No walls)
->For me, genrally I put in the first tier of city building (not just for defence, but lets you keep less armies back for revolt control...acts as a speed bump for getting your army from somewhere else to put it down)...if I know there's going to be combat with AI there, I'll notch it up to the 2nd level of defence...a lot more troops, better quality, and your towers are upgraded. I don't normally max city defence unless it's in a really active area, like provinces near Chaos incursions. Towns themselves, one level of defense does very little...the level that adds walls is a huge increase to survivability...not just because better troops, but if the enemy stack doesn't have siege weapons or monsters, you get a turn to run over armies to help defend.
I do have to think about the quality of a province though...just because you own it, doesn't mean you can hold it. Sometimes you don't want to waste gold ona province if you know it's going to be conquered by someone else...you might build a tier1 troop building to help make reinforcements, or farms to help your city grow, but sometimes the best thing to do is leave it empty.
000My problem is funding an army that is effective in the for defence and enables me to expand with Alith.
So when I say defence I meant stoping on stacks in my territory, I actually don't think I've ever had alith defend the walls, whenever they've attacked a city he was either too far away or ambushed them as he got there... But thank you for the siege tips it will surely help when I am getting them
-->Ambush is a whole level of evil. I only played Emo elf once, but I know with skaven and a bit with lizardmen, that ambush is evil. Once you get into a war with a skaven faction that constantly murders anything you have going on in the open, ugh...I just want to pull all their tails off.
Someone may have mentioned the great leadins you can do with ambushes. Simplest one is put an army on ambush, then put a weeny stack just in front of it. It can mean all the difference in a war. likewise, setting up an ambush directly behind a town or city means when you get the ambush off, you have twice the troops...the only time this isn't a good idea is when there are a lot of enemy armies coming and you won't have time to heal up the city defenders...most of the time though think of city defenders as an intergral part of national defence, and station your troops inside support range.
000Oh wow, so I thought more of them got to fire in long lines? My spears I try to keep 5 deep though. So when you say box do you mean a box of multiple units or the unit of archers in a near square formation?
--> Yes, the longer the line, the more that can fire. I used to do it that way...but that formation only works if you don't need to turn your units. So if you're in a field engagement, the enemy infantry is coming in straight, but the enemy has heavy calvary and chariots and missile calvary running around your flanks...you need to shoot thouse before they screw up your back line and your artillery...so you turn your archers to face...and the 100' line suddenly swings your archers into contact with the enemy infantry. It also takes a lot longer to change position when you're in a long line.
This will cost you a lot of archers over time. It can be a much better idea to have a lower rate of fire, but be able to turn the unit much faster and not worry about your unit getting mixed with other units.
000I also really miss the Eagle when I'm not fighting with Alith, being able to drop him on artillery or make him hold up an archer unit or chase down a fleeing hero is soooo useful...
-->Again, not too familiar with Emo elf, but I'm sure he has lots of things to take out artillery. This is where archer units with snip ability are great, and fast calvary, and even heros with stealth skills or flying mounts or fast mounts, etc. Eagles die pretty quick once you go up against armies with lots of archers.
000Thanks again for the tips, I may actually be causing more damage with friendly fire than I think, often my archers are trying to shoot over spears at the unit they are in Melee with. I should knock that off now, if there are two units deep I expect I can hit the back one, but really I need to flank with the archers to hurt the enemy that have made it to the line?
-->Yeah. You can watch a combat and get a pretty good idea when you can hit a unit behind a nother unit attacking your front line without hitting your own folks. You'll do a lot of directed fire like this on chokepoint battles. This is also a great reason for shooting at enemy leaders that are inside their formations; you will do less damage to the leaders, but misses are still going to hit the unit they're next to.
000I also don't really get to play with the heros, they seem expensive, but the AI has never ending hordes of them!
-->Heros are not just about combat. Some abilities stack. This has been nerfed a bit, but at one time you could stack 3 elf heros with a reduced building cost special ability together, and anything they built would be free...even a 15k building. They can add to morale, or reduce upkeep (you definitely want those in your most expensive armies), or help train troops...or just make them better in combat. There's also a lot of abilities outside of armies that they are important for (like that building cost reduction one). One skill that will help you from pulling your hair out is the ability to reduce an enemy army's ability to move. You ever get that one enemy stack that you can chase for 20 turns and never catch? Well one successful agent attack and then you can catch it. (rubs hands together and smiles).
000I've never carried a general in the roster, they've always been on the map, how to rotate them out? I expect I still have to pay for the extra upkeep?
-->On your general's info screen, there's a little boot that says "replace general". That has a lot of utility. For example, You get a crummy general when you absorb another faction, or a level 1 general that you used early on, but can now recruit level 10 generals...no point having them around. Take all the gear off them and replace them. Side note: sometimes when you hite a general directly into an army, it will be a lower level than if you just create a new army, so pay attention. Often it's better to create a second army with the new general and transfer everything from the old general to the new, then disband the old army.
So if I know I'm going to lose a battle, I want to save the current general...I just replace it with one of thse junk generals. I usually rename them to "forlorn hope" so I know which ones I don't care about. Renaming generals in general is a great idea too...especially as you spec generals into certain roles, and if they have special abilities. So I have my "artillery/siege" generals, and my "ambush" generals, and my "field battle" generals and my "garrison (low upkeep + order + income buff) armies" and my "recruiter" armies.
The other trick I use with replacing generals is sometimes when I have plenty of gold I will recruit a general, choose all low-tier infantry and morale buffs, and then dismiss them. Then, say you're going to have a revolt in two turns, instead of trying to move a general there from across the map I've got a genral on tap and that 1,500 gold I'd have to pay to recruit them can not be spend on an additional 3 defender units.
Also no...you don't pay for upkeep of a general off the map. However, at least in some instances, generals without armies do contribute buffs to empires. I haven't really dug into it but I do recall that as skaven for example, there were generals that increased empire income...you could train them, then put them to pasture, but you still would get that buff. I don't know if that holds up for all buffs though.
There are a lot of big terrain obstacles on the campaign map where DElves live so being able to teleport over them while the enemy runs around is great advantage.
Just be careful not to get "caught" teleporting - hostile armies near your beginning and end points of teleport can intercept you (similar to how it works vs dwarf/skaven/greenskin teleport stance).
Curious; does that spell work on Ulthuan or is it nullified like underway travel?