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I’ve had this problem as well with Archaon ME. Venris responded by saying you could fix it by disabling events in the top right faction/records tab but when I filtered out all events it didn’t help and he hasn’t responded to my query regarding wether that’s what he even meant or if it’s something else I’m overlooking.
It might be a vanilla problem too though so I’d recommend reporting it at the official bug forums at Warhammer 2 campaign and battle bugs[forums.totalwar.com].
If you considered Syreen as a hidden ambush unit, then its dps is way too low to be effective.
Yes, Syreen can be strong with high defense (no armor and high physical resistant may cancel out each other), but it cannot do any good damage due to its minimal attack and weapon strength, can't even hurt or take forever to win against a T1 spearman.
Comparing to all other unique and useful SFO units, Syreen seems to be overpriced or underbuffed.
EDIT: I tested them with the unit test mod and they traded well and beat Spearmen. I also forgot they apply Terror which is also a huge plus in there favor. Maybe you have a mod affecting their stats?
Just like you said, high elf t1 spearman is one of best T1 units, but its cost 600 is much higher than human spearman 475, but this extra cost is well justified with its superiority.
We already know Syreens works as tanking units. But it is overpriced comparing to other similar tanking units! Even for 475, a human spearman or dawrf warrior are way better tanks than Syreens. Also, Syreen's debuff is good but it's relatively weak comparing to other debuff like poison.
BTW, I don't like to use Syreens to hold the line because they can be died easily from wind magic aoe. I usually use mutiple heros and lord to group up enemies, use summons (Vampire) to defend/cover my heros/lord, so I can bring more missile units/ artileries; and Syreens is used for defending my missile untis or intercepting cavalry.
Again! Cost justification! If we need an unit who can tank, give more surviability support, and give debuff to enemies, is it worth 850? pls think about a fanatic night goblin. It has much better debuff of poison, strong aoe from spinning loons, expandable with 220 units to tank longer... and it only cost 475! Syreens cost almost 180% more, with weaker debuff, no special dps skills, with mutiple serious weakness (magic dmg/ missile attack/ suffering dmg from negative leadership). Is its extra cost justified?
Mods: Mostly graphical ones like cultural settelment reskin;
GCCM; no local populace corruption; Faster End turn (Faster Camera); Modding Framework; community bugfix mod(these mods don´t affect units, do they?);
SFO of course
I can´t try to reproduce the bug with custom battles, because I don´t own the DLC
It can happen when you have quest for legendary item and it is done in the same turn as it pops up. If you can take a fight for any legendary item do it and you can play normally after battle (use teleport opion)
@Darkstar113 Please do your test with a friend in custom battle. Just line up Syreens then put a strong wind spell like Vangheist's revenge, or group up Syreens then cast Kraken's Pull or other Vortex spell, then you can see Syreens are true glass canon against magic dmg.
And try it again by replacing Syreens with night globlins or any other tanking units, then you know what I am talking about. In my test, I can kill 4+ Syreens with only 1 spell, while other units suffers around 40-60% dmg.
Anyway, SFO new update already confirmed to buff Syreens 10% health to make it stronger. I guess SFO testers will do more unit tests than us.
Mods enabled for this run are Force Confederation (no, I don't want to blow up my diplomatic reliability by just conquering possibly buggy allies or wait the 10+ turns necessary to break treaties with them to avoid the world refusing to do business with me), SFO Overhaul's main mod, Darok's Brettonia Crusaders SFO-enabled, 2x Skill points for SFO (green and grudge). That's it.
EDIT: Interestingly, the AI when playing as Dwarves are able to freely confederate all Minor Dwarf factions, save for Barak Varr and Karak Azul which appear to still be restricted to needing certain Grudges being settled first.