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For Ur-Khan, trying to either a.) rush Valkia before she takes 2+ settlements or b.) befriend Valkia and move slightly south to avoid pissing off her and her vassals are legitimate strategies. With IEE's expansion adding more territory north of Ironfrost Glacier, you could also begin by moving up there.
People who've completed that quest, how often do you create new hordes and expand in new directions? I find that all I can ever afford are small stacks of tier 1 nomad infantry that have to stay close to Ur-Khan to survive anyway, and they often feel like a waste of money that could have gone toward his next horde building or RoR instead.
Don't worry, the mission should still be cleared if you satisfy the conditions. It's to have 50 regions at/after turn 100, not "by."
You can do either or, i did both in 2 diff campaigns. I killed miao and zhao by turn 35 in the first campaign. In the second one i vassaled zhatan/lokhir/snikch and killed zhao around turn 50. It is definitely easier if you take the time to vassalize factions, it was more helpful when i killed vilitch on turn 2 and vassaled the norscans, zhatan, lokhir and snikch. Dont vassal WoC, always kill them, they give you 0 tribute from almost all of their settlements and they can steal norscan vassals from you if they occupy the right settlement.
In my ur-khan campaign, i used the extra movement to hit the settlement next to valkia on turn 1 and kill the norscan starting army, when she vassaled them i stayed at war with her, killed her norscan vassal, and ran down and joined the skavens war against grombrindal which let me vassal the skaven through diplo. Wiped grombrindal, by this point valkia killed ghrond and wanted peace with me for a bunch of money. I then went further south, vassaled the minor ogres and khatep and then went back north to kill malekith and valkia too. It was a very strong start. Making sure you get some choice vassals is the way, factions like skaven or TK ♥♥♥♥ out armies and always chase you to occupy stuff youve razed.
For battles. Darga are OP with feigned retreat, you can force arty and archers into melee with your hero. Shamans also OP, the lore of the raging sky gets flamestorm adjacent spell which melts the blob you made from feigned retreat. The chaos Shaman has Fleshy Abundance, so even if your heroes take damage in a battle you can heal them afterwards. Cheapest and best army early on is just scouts and captives. For some reason very early on in the tree 160 range units get +10% range, which means you outrange everybody around you. Delves dont actually have alot of range on their archer units, which means you kill them before they can shoot you back everytime. Its actually one of the choices that kinda confuses me about the mod, delves have very powerful archers but they are low range, high elves have high range but they are pure archers, the archers in this mod are hybrids but on par with high elves in range. They also become very heavily armoured later on even for hybrids its not just the high MA/MD they also get, 100 armour is very different in comparison to the HE hybrids which have at most 40 armour for their higher tier units.
The infantry is going to die(especially on VH with AI buffs if they get into combat), but they arent as cheap as slaves, so the sensible thing to do is just recruit captives who are as cheap as skavenslaves. Build only the captive building, you can fill a second army with captives as a frontline. Dogs can be useful but not needed and its another 2k you could spend on making hero/captive/scout buildings or on recruitment, or transferring plunder.
At midgame and beyond dismounted heavy archers and captives is the way. What i do is have my main army with a darga, and 2 shamans(1 chaos 1 raging sky) and filled with archers, and a second army following them that has a darga and 18 captives in it. The infantry is lackluster, the monsters are lackluster, and the cav while good is so expensive it is not worth building, its worth putting your money into other things first. I think in my ur-khan campaign i wasnt able to build cavalry until around turn 70ish and by that point the campaign had been over for about 10 turns.
You dont have to ransack every settlement, infact the majority of settlements you just want to raze so you can keep moving, unless you take a bad resolve and get your army really damaged(somehow) or there is a big payday(5k+)then ransack. Otherwise just raze and move on. Another thing is that you can go into reckless march stance, use the movement, and then go into normal stance or raiding stance for the -15% upkeep. You can also use reckless march stance to attack settlements you couldnt, when you encircle you can swap back to normal stance to avoid the reckless march penalties. This is probably a bug though(you cant swap stance if you use reckless march to attack an open field army).
Zao is a very powerful lord with unique and yellow line(even if you dont do his quests) and theres not much to say, you can throw him into the middle of an enemy army and hes absolutely fine. Ur-khan is a glass cannon who couldnt be put in combat mostly on VH battle diff with max AI buffs. His armour is just that low that anyone he could hit, will just hit him back even harder, but when he gets his flying mount, you can get away with cycle charging single entities in the back, and later on with enough regions he has some insane MA and MD.
With camps, you want them to sit around in a safe place gaining pop points, only when you have 5k+ plunder, you want to recruit a lord ontop of them, then pack them up, and use the lord to drop a brand new camp where the previous camp was and then kick/recycle him into lord pool.
Then in 3 turns drop your packed up camp ontop of your lord and transfer all the plunder and then pack them up again to deploy them back in your safe zone, in 3 turns you can recruit a lord ontop of the new camp you deployed, then pack it up, and use the lord to redeploy your original camp with all the plunder. This way, when you get more camp capacity, you already have a camp recruited with some pop points in it. You can keep 1 capacity free so you can drop camps on your lords for replenish, but i didnt do this, i thought it was more beneficial to have all camps gaining pop points and making gold.
I really enjoyed this mod(zaos campaign the most), but its not as difficult as some people have made out(youtubers i mean).