WElf beaten. Honestly the easiest campaign possible if you play it "right", even on legendary/very hard it was pretty cakewalk-y. Take the rest of the forest immediately and the rest of the campaign is absurdly easy if you play the diplomatic game. It's kind of like a horde campaign except not shit. You have tons of base income, your forest is impenetrable, you have lots of diplomatic bonuses so no one attacks you, you have a bunch of super-stacks that go around razing chaos settlements. Unlike hordes you aren't swamped from all sides, you don't have to play whack-a-mole continually re-razing settlements that the AI takes under you, instead the order AIs take the settlements and continually pump out more and more stacks to support you. Its really the best of both worlds.
Army-wise, you can literally do the whole thing with 18 or 19 glade guard. The poison ones are great. You don't really need AP damage much, you're not fighting dwarves/empire/brettonia ideally. You'll fight mostly skaven, greenskins and vampires. Only greenskins really bring lots of armored guys sometimes (for me it was only grimgore who had like 6 black orcs), and because of that the starfire shafts glade guard isn't really needed. Enemies need about 70 armor for starfire shafts just to break even in damage with other glade guard and you pay more upkeep and a lack of poison for it. You also have your shadow magic to lower enemy armor or just deal lots of AP damage. So just make entire armies spamming your level 1 archers, if you control them properly they can defeat full enemy stacks on the field, often enemy stacks and-a-bit.
Of course, Waywatchers are the eventual best archers to spam but not really THAT impressive compared to basic glade guard. Their main benefit is since the unit has more spacing they take a lot less damage from ranged fire, but when you have a full ranged army enemy ranged units get instagibbed anyway so this doesn't matter terribly much. Glade guard also actually have a bit more DPS than Waywatchers (though AP definitely makes Waywatchers better). When you get a full complement of level 7+ archers with full bonuses and 2 or more talons of kornous giving 260 range the autoresolve seems to kind of go crazy and give you massive power even in fights where you are outnumbered. Wild Riders with shields are also very nice, I used 4 in my lategame armies.
Unfortunately Lord-wise, Orion and Treebeard both suck compared to generic lords with Talon of Kurnous. Both because they lack that +10% army-wide range bonus and because you don't get a fucking dragon mount. In particular Orion doesn't get siege attacker meaning he can't assault immediately without having a dragon or treeman in his army. If you want to be strictly optimal you should dump them and just use generics, their unique artifacts are even pretty shit too. This is the real star of the show:
Has regen from defeating vampy girl and 22% ward/25% phys/25% missile resist. So phys missiles do fucking nothing and she wrecks in melee pretty hard. Could have given her the sword of khaine but didn't really have time (I did capture the khaine province though). Also I gotta say having like +70% movement range from the wild hunt bonus on her is the best.
That said there are a few annoyances:
- Razing settlements sapping the rest of your movement sucks.
- You have massive replenishment bonuses but these only apply on your or allied land. So if you get far ahead of your allies you end up slowing down a lot.
- You'll never be able to sit inside a settlement, which means you're always at the mercy of being ambushed by skaven. Though you do get great ambush bonuses so you have a good chance to beat them if you are in ambush stance yourself.
- You can't trade with most of the world without a land connection from the forest to a port. Sucks.
Anyway, victory achieved:
If Karl decides to DoW an elector I'm allied to it might fuck me though. Might be better to drop those alliances. Dunno.
This is the central failing of original Welf design. Try to "play tall" and your Amber supply is reliant on the shittiest, most unreliable factor in the game - the AI's diplomatic logic.
I think I've found the workaround. Once you start allying everyone, keep declaring war on all of the chaos factions and calling them all in. They'll all stack up so many "enemy of my enemy is my friend bonuses" that they won't fight much. Do the same with rogue armies. I think in generally the way to do alliances is either:
- Ally no one, NAPs only
- Ally only one big AI and bind yourself to whatever their stupidity does. Maybe keep it defensive only though.
- Ally everyone and start a -tide on turn 40 or so.
I did find out that it turns out when an ally attacks an ally and you defend your ally you don't take a reliability loss. Either this was changed in a recent patch or one of my mods does it (I'm pretty sure none of my mods changes this but who knows).