Total War: WARHAMMER II

Total War: WARHAMMER II

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Skyler712 11/out./2019 às 5:00
Kf or volkmar? (latest patch)
Im coming back to tww2 just because this new empire reborn. And now that Gelty became an adult and move on from Daddy Franz's house to Solland, which one should i pick with the empire?
Campaign movement + upkeep is always a good choice, but the combat bonuses u can take from flagellants to make them more useful is... well, great to dont dump this guys from the entire campaign. Oh and dont forget about that tasty 20% magic item discover.

So: Campaign bonuses vs usefull flagellants+magic items. which side u will pick?

Escrito originalmente por DecayWolf:
I think both are two absolutely terrific choices. Let me start with franz.

-15% upkeep reduction. I'd generally have 4 or so greatswords and at least 2 reiksguard per army if starting with franz. Say you have 10 armies, that would be 14500 base upkeep. In other words you'll end saving 2.175 gold per turn, in 10 turns that's 20k and so on.

The more greatswords and reikguards you have, the higher the reduction effect will be, but beware to not overspend on armies, otherwise you'll end losing/wasting money instead.

Second trait is +10% campaign movement bonus. I love campaign movement bonus. It's good to reach your target faster, which will indirectly both generate more money from conquest, sack, post lot battle, and also sort of reduce the upkeep. Say you needed 5 turns to reach X location, due upkeep you only needed 4 instead (because it wasn't a full turn needed left), then you'll have a whole turn reduction worthy of money.
It's also good to chase enemies, invade territories unprotected areas, etc. It's awesome.

The thing is, empire has 3 followers for extra campaign movement resulting into 21% IIRC, plus 10% from route marcher and 8% from traits. Furthermore Empire also has a good global recruitment pool as he expands, and he can also build roads.
Honestly, I don't think Empire lacks in mobility at all, but the more the better. What I am saying is, it's a very strong bonus, but not essential for Empire.

Lastly Franz has +10 diplomacy, which helps to get alliances, quests, trade agreements, confederate faster, tank great power malus, etc. It's nice.

Army wise, I prefer Volkmar starting units, but Franz can completely dominate all surrounding enemies.

Now let's see Volkmar's bonuses...

20% extra magic items is very strong, specially for a faction which can only access that with mages (which could be stealing tech).
Extra magic items will increase the chances of eventually putting your hands into very strong items. Empire also cannot craft his gear.
It also seems to proc the follower chances to appear, remember what I also about followers giving campaign movement bonuses?

Overall I think this is a bonus which Empire can benefit greatly from, but it's RNG.

Now, 30% WS and upkeep reduction for flagellants.

Flagellants have a base WS of 33, from which about 25% of the value will be AP.
Flaggelents WS increase.
30% from Volkmar's bonus.
12% from Frenzy
10% from tech
12% from skill tree

Final WS will be 54. about 41 non AP 13 AP, without charge. With charge it would become increase to 87 WS. 66 non ap and 21 AP (more than some AP units.)

Let's take a base armour of 100. It would reduce an average of 75% of non AP damage.
54 base WS, would still deliver 23 damage per hit, accounting with it's AP base, without charge.
With charge this number would become 39 per hit. Simply put, they are very capable of killing armored units.

If you want to really maximize their potential, consider bringing either a shadow or death wizard, so they can reduce the enemy armor value, thus giving them even more value.
You can also use them against factions with lower armor.

Overall the end stats of flagellants with all buffs, tech and rank 9 will be.


57 MA + 33 from charge.
45 MD / 59 MD with Volkmar.
42 Speed.
15 armor (tech)
33 Charge.
50% missile resist
Physical resist 15% / 27% with Volkmar.

That's very scary stats by the way, and on top of all that it can be buffed with extra MA/Ward from Volkmar.

In sume, they'll be insanely OP and insanely cheap on volkmar's army.
Not to mention they are unbreakable and Volkmar gets 30% casualty replenishment.

The final sum is, both are great choices, you can't go wrong either way, however they offer different start advantages and early goals.
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Exibindo comentários 1626 de 26
Teh_Diplomat 12/out./2019 às 9:56 
What DecayWold said; but also, Balthasar Gelt.
DecayWolf 12/out./2019 às 9:56 
Escrito originalmente por RCMidas:
If you've got 10 armies though and are filling them up with 3rd and 4th tier units, are you really worried about upkeep that much anymore? It's a perfectly valid point to consider the added upkeep reduction, but by that stage in the game...

Definitely. 15% extra upkeep per army is not something to ignore, even if one tries.
Being efficient is the key. Also there is not reason to not play optimal and there's also no reason make as much progress as possible at every turn, of which requires armies.

Upkeep reduction will only be a major factor mid-late game, early game the contribution would be too small. But if we're talking early game, Flagellants are a earlier unit to be acquired than Reikguards and GS.
RCMidas (Banido(a)) 12/out./2019 às 10:13 
Escrito originalmente por DecayWolf:
Escrito originalmente por RCMidas:
If you've got 10 armies though and are filling them up with 3rd and 4th tier units, are you really worried about upkeep that much anymore? It's a perfectly valid point to consider the added upkeep reduction, but by that stage in the game...

Definitely. 15% extra upkeep per army is not something to ignore, even if one tries.
Being efficient is the key. Also there is not reason to not play optimal and there's also no reason make as much progress as possible at every turn, of which requires armies.

Upkeep reduction will only be a major factor mid-late game, early game the contribution would be too small. But if we're talking early game, Flagellants are a earlier unit to be acquired than Reikguards and GS.
Ah, yeah, good point. If you're playing on anything above Normal with any regularity, that would be a major factor. I tend not to because it becomes too tedious for me personally - notable exceptions include Vampirates and Norsca, with a side helping of WElfs - but for anyone else who is...yup, important factor.
Fendelphi 12/out./2019 às 10:47 
Escrito originalmente por DecayWolf:
Escrito originalmente por Fendelphi:
@DecayWolf: While this is completely true, the only thing you lose for picking KF over Volkmar concerning flagellants, is the faction bonus he provides(+30% weapon strength to flagellants and reduced upkeep).

The Flagellants still get their research bonuses and their defensive bonuses from Volkmar's lord trait.
So they only lose out on about 11 extra weapon strength(of which about 3 is AP) and the upkeep reduction.
Even with all the buffs available for picking Volkmar as faction leader, the end result is a unit that hit about as hard as unbuffed Saurus Warriors, and I wouldnt really call them great AP machines, so they still rely on arty and ranged support.

It does make for an interesting, thematic campaign though.


Choosing KF and getting Volkmar later will still give you a bunch of unbreakable, fairly tough weirdos, which is perfect for a specialized and different army.

30% WS is not something to be throw away.
As said 20% magic item chance, is specially powerful for Empire, which lacks means to achieve it. If we're talking about Druchii for instance, I'd totally understand why it won't be so important for them, because they already have so many means to get it. Likewise, Druchii would benefit more from campaign movement bonus, since they don't have followers for such.
It totally comes down to a faction individual elements and mechanics.

If you make the math, if you take 6 Flagellants per army, and you have 10 armies. You'll be sparing 2.7k per turn, which is even more than what Franz would spare with 4 GS and 2 Reikguards in 10 armies each.

Not to mention a different lord, will doubtless lead to a different campaign gameplay and goals.
Thinking that Franz is the only choice, is outright wrong. Both choices are great, however very different from each other.
As I said, if you are planning to use it for a thematic campaign, go for it. It is somewhat doable. The 11 extra weapon strength(from that +30%) can help, sure, but it is not like it makes Flagellants able to deal with everything they fight(especially if you dont have research or high level lords yet). Greatswords will still perform overall better in most engagements, except against low armoured units like zombies, skellies and orc boys and goblins.


As for Magic chance, Empire get a lot of that. They have followers(Vallet, which gives 8%) and Wizards(15%). And as you said, it is still random. Sure, an extra 20% is not bad, but it might just end up as a lot of extra morale banners. ;)

As for gold, it is not like 150 gold upkeep is a huge deal to begin with. The reduction is nice, especially if you plan for a themed campaign, but it is not like the Flagellants had a prohibitive cost. You dont bring them, because usually other stuff will do just as well or better, faster. With Volkmar, they at least become competetive.

Another thing though. If you plan on using a lot of Flagellants, it means you will be using Arch Lectors mostly, which means no Griffons. The steelchair is nice, but it doesnt really help you in sieges.
DecayWolf 12/out./2019 às 12:11 
Escrito originalmente por Fendelphi:
Escrito originalmente por DecayWolf:

30% WS is not something to be throw away.
As said 20% magic item chance, is specially powerful for Empire, which lacks means to achieve it. If we're talking about Druchii for instance, I'd totally understand why it won't be so important for them, because they already have so many means to get it. Likewise, Druchii would benefit more from campaign movement bonus, since they don't have followers for such.
It totally comes down to a faction individual elements and mechanics.

If you make the math, if you take 6 Flagellants per army, and you have 10 armies. You'll be sparing 2.7k per turn, which is even more than what Franz would spare with 4 GS and 2 Reikguards in 10 armies each.

Not to mention a different lord, will doubtless lead to a different campaign gameplay and goals.
Thinking that Franz is the only choice, is outright wrong. Both choices are great, however very different from each other.
As I said, if you are planning to use it for a thematic campaign, go for it. It is somewhat doable. The 11 extra weapon strength(from that +30%) can help, sure, but it is not like it makes Flagellants able to deal with everything they fight(especially if you dont have research or high level lords yet). Greatswords will still perform overall better in most engagements, except against low armoured units like zombies, skellies and orc boys and goblins.


As for Magic chance, Empire get a lot of that. They have followers(Vallet, which gives 8%) and Wizards(15%). And as you said, it is still random. Sure, an extra 20% is not bad, but it might just end up as a lot of extra morale banners. ;)

As for gold, it is not like 150 gold upkeep is a huge deal to begin with. The reduction is nice, especially if you plan for a themed campaign, but it is not like the Flagellants had a prohibitive cost. You dont bring them, because usually other stuff will do just as well or better, faster. With Volkmar, they at least become competetive.

Another thing though. If you plan on using a lot of Flagellants, it means you will be using Arch Lectors mostly, which means no Griffons. The steelchair is nice, but it doesnt really help you in sieges.

Somewhat doable? Really?

Using this reasoning, there's nothing stopping anyone from recruiting GS when it needs to be recruited. No one ever said to never recruit any unit except from flagellants.
In fact no one should ever recruit only a single unit, from any faction or lord. It's just stupid.
Empire is also the one of most diverse and flexible faction in the game.
6 slots (+1 from the lord) from a 20 army size, still gives 13 spots left to fill from whatever is needed.
This statament of "Choose flanz and recruit flagellants because 30% WS makes no difference" when one could also choose Volkmar and recruit GS when needed, follows on the same principle. This logic is flawed beyond help.

Your upkeep assumption is really a terrible argument, if you do the math, 6 flagellants per army, will net a higher upkeep reduction than 4 GS with 2 Reiksguard. Overall these upkeep bonuses aren't that far away, even with different combinations.

Also while we're at math departmant, as said Flagellants can land 23 damage per hit on average, against a 100 armor unit, without charge.
A fully upgraded Greatsword with skills, tech and rank 9, will hit for 32 per hit or about 38 versus infantry. If you add a wizard of death or shadow in the equation these numbers would change to 32 per hit for a flagellant. Great swords won't benefit as much because their non ap damage is really low.

With charge however the numbers would be more in favor of flagellants since they have a higher value.

MA wise, GS would become 46 (55 vs infatry). Flagellants can become 57, but with higher charge.
MD flagellants wins, specially on Volkmar's army.

Yeah, GS are still superior to perform their role of killing armored units, then recruit some when needed.

Valvet is a very rare drop. Mages could be used to steal tech instead. Empire DOES lack in means to acquire a good magic drop. It may be RNG, but in the long run it will be bound to entice good drops. It will overall increase the drop chance proc rate, getting 'morale flags' doesn't stop other better loot, if anything it can lead to multiple items per battle or getting followers per start of the turn.

Funny... You said "it is not like it makes Flagellants able to deal with everything they fight(especially if you dont have research or high level lords yet). "
And you also said "Another thing though. If you plan on using a lot of Flagellants, it means you will be using Arch Lectors mostly, which means no Griffons."

Yet another flawed argument. For starters Griffon requires a higher level than the flagellants buffs, so your argument of "you cannot use flagellants at low level lord" (What? Makes no sense to start with.), and for second... If you seriously need a griffon to win a siege, then you need to rethink your overall approach. I won't even bother teaching you how to siege.
Última edição por DecayWolf; 12/out./2019 às 13:04
Cacomistle 12/out./2019 às 12:57 
I think Karl Franz is a bit stronger. But I like volkmar start. For a couple simple reasons.

First of all, volkmar himself is only impressive at higher levels. At the start of the campaign, he's got no abilities and is basically an empire capatain. However, when he levels he's very powerful in a pretty unique manner (there's few other lords who get altar mounts). Even Karl Franz, a great killing lord, does not match volkmars power at killing infantry.

Franz on the other hand, he's pretty good before you even get him the flying mount. You can recruit franz, go put him up against mannfred with just a couple magic items and no levels, and he'll come out on top.

So basically, volkmar is more unique, but only really if you start as him because otherwise he might struggle to get the levels before you're fighting with ridiculous doomstacks that kind of undercut the power of your lords.

On the units, its a similar situation. Greatswords and Reiksguard are units you'd just naturally build. Flagellants sort of aren't . So with volkmar, you add an extra unit you might have otherwise not used to your roster.

Also, I like building the warrior priest building in a lot of places. They're pretty good heros when they're leveled up. And Flagellants with volkmar are an amazing unit to recruit on the fly. They're actually the best unit in the empire roster to recruit as a sort of panic option for defending some settlements away from your armies, since unless you've got a tier 5 province anything better probably takes 2 turns to recruit. To be fair on this issue though, campaign map movement also helps a lot when the ai just avoids all your stuff to try and backcap random settlements.

Also, magic items are fun to use and I like getting more of them.

It depends what you're looking for though. Franz gives a powerful sort of vanilla experience. He's a great pick for just overwhelming your enemy with this ridiculous lord who wins basically any duel and a powerful set of units for his army. Whereas volkmar I think gives a more unique experience (but its probably a little bit weaker as a campaign pick overall).
DecayWolf 12/out./2019 às 13:00 
Just some food for though.

While Empire infantry is very capable, it still requires assistance against various enemy factions synergies or outright superior stats.
Empire's damage comes primarily from their artillery, missiles units and somewhat from cavalry. Empire infantry is not meant to win the battle nor get the most damage and kills, it's meant to hold the line, while your damaging units do their work.

Then one might say "right, but I want a efficient front line which will also be able to inflict his own damage and contribute to the fight, flagellants just won't cut, because they aren't optimal versus X faction"

True, common sense and logic dictates that any faction that flagellants would perform poorer than a different unit, then they should be replaced to the better suited unit.
However since we're talking about which factions flagellants can be good against, let's make an overall sum to see in they're worth or not.

They're good versus: Empire, VC, GS, Beastman, Norsca, Asrai, Asur, Druchii, Skaven, TK, VCoast.
They're bad versus: Dawi, WoC.

However there are big ifs from the factions which they're bad against.
IF the Empire player for whatever reason wants to declare war against their old allied friend.
IF WoC actually managed to come out from the north, which currently they're getting handled by the AI just fine.

OFC it's just a generalization, for instance Druchii has many units with a lot of armor of which greatswords would be a better pick, but overall they also have a lot of low armored units, such as witch elvens, sisters of slaughter, dread spears, bleak swords, doomfire warlocks, etc.

As for the siege griffon part, is so stupid I don't even want to comment on that.
Cacomistle 12/out./2019 às 13:04 
Escrito originalmente por DecayWolf:
Escrito originalmente por Fendelphi:

Another thing though. If you plan on using a lot of Flagellants, it means you will be using Arch Lectors mostly, which means no Griffons. The steelchair is nice, but it doesnt really help you in sieges.

Yet another flawed argument. For starters Griffon requires a higher level than the flagellants buffs, so your argument of "you cannot use flagellants at low level lord" (What? Makes no sense to start with.), and for second... If you seriously need a griffon to win a siege, then you need to rethink your overall approach. I won't even bother teaching you how to siege.
I just want to mention, flagellants get 50% missle resistance. They're very cost effective if you're playing volkmar. Empire has cannons, which can literally auto win siege battles cause the ai won't push out to shoot them. And the toughest enemies empire fights in campaign are Norsca and Chaos (at least imo), neither of which you fight siege battles against.

I'm really struggling to see why the player would care about missing out on griffons in siege battles. If you're fighting a garrisoned doomstack or something where you can't take the wall by clicking on it with 6 flagellants (yes its that easy vs any garrison that doesn't have an army in it, ai are actually worse at siege battles than doing nothing), then you can just wait for them to push out anyways and fight them in a field battle.

So I'm gonna agree, Griffon for sieges is not a compelling argument at all.
Última edição por Cacomistle; 12/out./2019 às 13:05
DecayWolf 12/out./2019 às 13:07 
Escrito originalmente por Cacomistle:
Escrito originalmente por DecayWolf:

Yet another flawed argument. For starters Griffon requires a higher level than the flagellants buffs, so your argument of "you cannot use flagellants at low level lord" (What? Makes no sense to start with.), and for second... If you seriously need a griffon to win a siege, then you need to rethink your overall approach. I won't even bother teaching you how to siege.
I just want to mention, flagellants get 50% missle resistance. They're very cost effective if you're playing volkmar. Empire has cannons, which can literally auto win siege battles cause the ai won't push out to shoot them. And the toughest enemies empire fights in campaign are Norsca and Chaos (at least imo), neither of which you fight siege battles against.

I'm really struggling to see why the player would care about missing out on griffons in siege battles. If you're fighting a garrisoned doomstack or something where you can't take the wall by clicking on it with 6 flagellants (yes its that easy vs any garrison that doesn't have an army in it, ai are actually worse at siege battles than doing nothing), then you can just wait for them to push out anyways and fight them in a field battle.

Mortars, Great Cannons, Helstorm and even Volley guns can net a really nasty amount of kills on it's own.
Furthermore, crowssbowmen, Hunters, will further increase the advantage.
Free company can be sent to areas without anyone nearby in order to attempt to flank shot, if they got caught, they can sort of defend themselves.

While Arch electors cannot fly, they can buff their units, which can be as valuable.

As you've said, 50% missile resistance is very powerful for siege as well.
Cacomistle 12/out./2019 às 13:14 
Escrito originalmente por DecayWolf:

They're good versus: Empire, VC, GS, Beastman, Norsca, Asrai, Asur, Druchii, Skaven, TK, VCoast.
They're bad versus: Dawi, WoC.
On this, they're not even really bad vs WoC.

I think the ideal infantry against them is halberds. Ai spams monsters and cav as chaos. Its like over half their army most of the time.

Greatswords are great vs their infantry, but they tend to have issues when monsters and cav start charging in. They're not awful vs chaos knights for example, cause they're armored so they don't die that fast at least, but they don't really do a lot. And against like trolls and chaos spawn and the like, they're just pretty bad.

So what about flaggellants. Well, their damage isn't amazing. But neither are the greatswords (or halberds for that matter). They probably lose models faster than than greatswords cause chaos brings a lot of units like chaos knights that aren't armor piercing. But, they're unbreakable. And the ai is stupid.

So what happens is that if you get into easy fights vs chaos, greatswords and halberdiers will take less damage and are therefore better. But when you get into hard fights where you just need your line not to buckle so your ranged has time to kill everything, flagellants are perfectly fine for this role. What ends up happening is they lose a lot of models fast, but they keep fighting where greatswords would route, and the ai fights them down to the last model while you shoot them. So you lose your line and have to go recruit them again, but you win the battle.

And then there's volkmars army. They're just OP units in his stack. I've taken down 2 chaos stacks (like the second wave ones, one of the primary chaos lords was in the 2 stacks but I cna't remember who it was) with a primarily flaggelant army, and honestly I can't figure it out with a primarily greatswords + reiksguard in franz's army.

I would say a greatsword is a better unit to have in your army (if its not volkmars army), but you pay half the cost for a flaggellant.

And of course, I'm assuming someone playing as volkmar, otherwise flagellants are just worse.

Vs dwarves even, yeah they're not killing ♥♥♥♥ compared to a GS. They do tank thunderers cause of the missle resist though.
Última edição por Cacomistle; 12/out./2019 às 13:16
DecayWolf 12/out./2019 às 13:17 
Escrito originalmente por Cacomistle:
Escrito originalmente por DecayWolf:

They're good versus: Empire, VC, GS, Beastman, Norsca, Asrai, Asur, Druchii, Skaven, TK, VCoast.
They're bad versus: Dawi, WoC.
On this, they're not even really bad vs WoC.

I think the ideal infantry against them is halberds. Ai spams monsters and cav as chaos. Its like over half their army most of the time.

Greatswords are great vs their infantry, but they tend to have issues when monsters and cav start charging in. They're not awful vs chaos knights for example, cause they're armored so they don't die that fast at least, but they don't really do a lot. And against like trolls and chaos spawn and the like, they're just pretty bad.

So what about flaggellants. Well, their damage isn't amazing. But neither are the greatswords (or halberds for that matter). They probably lose models faster than than greatswords cause chaos brings a lot of units like chaos knights that aren't armor piercing. But, they're unbreakable. And the ai is stupid.

So what happens is that if you get into easy fights vs chaos, greatswords and halberdiers will take less damage and are therefore better. But when you get into hard fights where you just need your line not to buckle so your ranged has time to kill everything, flagellants are perfectly fine for this role. What ends up happening is they lose a lot of models fast, but they keep fighting where greatswords would route, and the ai fights them down to the last model while you shoot them. So you lose your line and have to go recruit them again, but you win the battle.

And then there's volkmars army. They're just OP units in his stack. I've taken down 2 chaos stacks (like the second wave ones, one of the primary chaos lords was in the 2 stacks but I cna't remember who it was) with a primarily flaggelant army, and honestly I can't figure it out with a primarily greatswords + reiksguard in franz's army.

Agreed.

However I just wanted to mention, that greatswords lead by Franz would fight almost until the last man as well. Too much leadership buffs from him.
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