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Then capture towns and cities so you can further increase the limit of your non chaff units.
Said nerf was to stop players from getting endgame units and doomstack so quickly. Biggest problem with that was, the factions that abused cheesy tactics to get high tiers quickly, can still do it. (skaven for instance)
While 2 factions that really relied on their endgame unit's to be versatile and strong (TK and Dwarves) both factions already had a far slower growth then others, they got penalized further, because the growth requirement was a flatout 60%, so TK and Dwarves got nerfed even harder.
Dwarves in the last patch got help, by lowering many unit's in a tier set. TK got no such help.
TK require heroes to get more heroes, to get more constructs in midgame, but they're limited to them as well.
Really, that growth nerf was just too much for TK to be enjoyable.
All I can say as help. Don't expand to quickly as them. Let the AI buildup their provinces and take them over at a higher tier. Get your income from picking on 1 enemy nearby and sacking their cities.
You can safely ignore that person. If you know what your doing TK can get off to strong starts rather easily.
TK are weak faction by design but they can still punch hard
Turn number ?
how many settlement ?
how many necrotechs and their level?
how many armies unlock ?
For any general tips about tombs king :
Armies go well by pair Ptra and Asaph
Do the Tahoth ritual that give an amazing artillery and increase recrutment level as soon as it is up.
I prefere to first unlock Wakhaf of the first dynasty, his +20% ambush help a lot at start.
Recrute as many lord as you can just to get canopy then later give them Usirian and the job to recrute yours armies.
Your expansion has to match the number of dynasties unlock, 1% research rate per tier in most settlement.
Legendary lord is Khalida at level 40
i have 60 or more settlements in a coop game
i have all the availble necrotechs and all are above level 20 or higher
i have 19 armies unlocked
The issue im having is fighting the green skins who seemingly can pump out full stacks of high tier units. I still won the campaign as i had 2 of my armies so strong not even 3 full stacks could win against one of them but there was a such a wide front and i couldnt build good enough units in the other armies.
If you try to turtle with them, their research will be too slow so they won't increase their army and hero caps that quickly. There are no building requirements to get more heroes and caskets so you can use these to win battles until you you've got the buildings for constructs. The necrotects allow you to get multiple constructs from one building so this allows for a big power spike.
As for magic lores, yeah it's limited but death magic and light magic are both good. Their unique spell lore feels underpowered but at least it has a good casting bonus so it's OK.
They're not that hard to play IMO.
Again, learn to play them. Against Black Orcs or Bigguns, use units like Tomb Scorpions, Ushabti and Chariots to hammer and anvil with Tomb Guard forming your front line. Use archer cavalry and chariots to whittle down the numbers of the enemies before having your main force engage. Use spells from the Lore of Nehekhara to keep buffing your troops and replacing losses while Necrotects can repair your constructs.
Tomb Kings have a lot of options for dealing with the enemies but it comes down to how you use them. Knowing the strengths and weaknesses of another faction and their units helps a lot as well.
to clarify again, i dont have those units availble for every army because of there mechanics. Most of my armies in end game are just spearmen and some archers cause i dont have the space for enough structures.
i played offensively and gained alot of land, that wasnt the issue. the issue is end game were most my armies still running with spears and archers which just cant deal with high tier full stacks preventing me from having strong pushes anymore unless i have 5 full stacks to deal with one enemey army.
Myself I trait farm and get all heroes with the trait that gives passive jars every turn.
I make a stack of necrotects with the skill to reduce build cost and time and travel them between provinces to build cities instantly and at low/no cost.
Tomb Kings I find are not that different from other factions, you play the first half of the game with crap units, their units are kinda crappier initially than other factions, they are similar to skaven in a sense.
But the tomb kings snowball hard, once you got doomstacks of single entity monsters, which isnt that hard and doesn't take too long : sphinxes, colossi, bone giants, you just steamroll everything without trying.
Only 4 armies can be envolved in a figth...
Anyway, all my tombs kings campaign end around my 15th army, so you should have win a long time ago (you still didn't say the turn you're at).
You said that you have 10 armies with only spears and archers, this is not normal.
I checked my last campaign and i had 15 armies (only 2 with basics units for rebellion purpuse) with only 45 settlements, so with your 60 settlements you should have enough, unless you build wall everywhere, it's the only reason why you can't recrute enough tombguard and catapults.
I think i understand your problem, you send armies by 5 stacks and most of them are only spears and archers so the autoresult is bad and the manualy battle is not good ether. So sometimes one of your good army isn't envolved because there is already 4 armies. In short your low tier armies drag you down.
Do strong invasions forces with only 4 armies and use low tier armies only for low tier settlements, rebellions .... You should at least be able to build 2 Ptra, 2 Asaph or 1 Geheb, 1 Ptra, 2 Asaph armies.