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It was supposed to be a heavy chariot with effective ranged and close combat options. So I'd say your interpretation is dead on. I'm still waiting on the update to check out the new ones, but in a Total War format, they really should operate as galloper guns do in any of the Napoleonic eras. (Empire, Nap, FoTS). I'd experiment with keeping them in reserve, until lines are engaged, then rolling them to rear and flanks.
otherwise they are crap.
War Wagons have infinite ammo (200 shots per chariot) compared to Pistoliers 38 shots per model (More like 76 because 2 shots per volley per model that can, but hey, you get the idea), War Wagons win out in -infinite- battles, but not in shorter term things.
War Wagons cap out at 50 speed, which is pretty godawful compared to Pistoliers 90.
War Wagons penetrate armor at 15 damage a shot, but only do 18 damage a shot with a -tiny- model count.
War Wagons have terrible melee capacities, even worse then the pistoliers, although their...I really can't justify them getting into melee in any circumstance.
So what's the point of war wagons. Inasfar as I can tell, the point of -basic- war wagons is to have a long burn ranged DPS that's somewhat secure against cav, having a slightly better speed then ranged infantry, who have a better chance of escaping heavy cav (Such as Demigryph Knights) for at least an okay amount of time, constantly ticking for small points of damage that's fairly reliable.
In a game with infinite unit capacity, War Wagons would be considerred a decent 'point waster' when you ran out of things you considered staples or necessary to what your actual strategy is, something you just buy when you have that extra few coins because "Eh, it won't do terribly, it won't do -great- either, but I only have so much space on the battlefield, and it only takes so much space on the battlefield."
Now, let's go to the actual scary War Wagons, The War Wagon (Mortars)
Compared to mortars 40 less range, same damage, 6 less shots per model (same number of models), better stats -universally- elsewhere, and if you're worried about someone going after them, you can have them start running away. Mortars are decent enough artillery even fairly late in the game for disrupting enemy formations and dealing damage pretty heavily. While I won't say they're Ushabti with greatbow good, they're definitely worth considerring including in any army where you just have an extra slot free and could use an artillery piece, as they can also move unlike any other artillery piece and, when they inevitably run out of ammo, they're a ♥♥♥♥♥♥ chariot, but they are still a chariot, and a 30 charge bonus is still a 30 charge bonus.
Yeah, that's how I was trying to use them. But their speed is a massive issue in using them to skirmish; especially against lizardmen whose basic skinks can keep pace with them.
They get into range, fire off a few shots, then (unlike pistoliers or outriders that can book it the heck out enemy range with their 80+ speed while losing maybe a model or two) the war wagons just lumber along as javelins rain down on them chewing them up.
I'm assuming the javelins are poisoned? Perhaps they need an armor buff, but their weakness is having horses instead of a steam engine.
plus a little shooting
It's right there in the stats:
Kroxs- 46 base speed
Skinks- 48 base speed
War Wagons- 50 base speed
Cold Ones- 60 base speed
Outriders- 84 base speed
Pistoliers- 90 base speed
A war wagon is barely... emphasis on barely with that 2 point difference... able to outrun faster lizard infantry units and if they have a single unit of basic cav, war wagons are entirely screwed.
Actual skirmishers on the other hand are a good 30% faster than lizard cav and can easily out maneuver their infantry.
Also the archers are a fine addition, they are now a lower tier counterpart to crossbows and crossbows can even be replaced by hunstmens who can fire whilst moving this means Empire army composition have simply become a-lot more versitile which is their faction strength they have in some ways aquired a WE faction advantage but its done in more limited way.
I also like to say that the T1 settlement building's offering a basic unit recruitment is a really good change, it should to used for other factions like Bretonnia.
I agree that their speed relative to Lizardmen reduces their utility in those engagements, but the flip side of course is that they become good skirmishers against slower armies