And this is without Tyrion at the helm. I also had the Sword of Khaine, so these armies wouldn't have stood a chance against Tyrion, but I digress. So yeah, that's why I'm asking about unit size, archers feel ridiculous. Spearmen feel useless. I don't have any of the DLC, but as far as I know Sisters of Avelorn are even more grotesque.
Melee units are sadly pretty bad. Single entity melee (like tyrion or dragons) are good, especially with healing. Cavalry and elite melee infantry are sometimes good, but mostly not. Stuff like spearmen are basically just meatshields. Of course as high elves you get lothern sea guard which make the archers look like skavenslaves.And this is without Tyrion at the helm. I also had the Sword of Khaine, so these armies wouldn't have stood a chance against Tyrion, but I digress. So yeah, that's why I'm asking about unit size, archers feel ridiculous. Spearmen feel useless. I don't have any of the DLC, but as far as I know Sisters of Avelorn are even more grotesque.
I'll probably use that mod for the next campaign. I see that core units are unlimited, though, but I don't know what units count as core. Tier 1 archers should probably count as that? It doesn't fix the high elves then.
You can play vampires. Enjoy your melee armies TM, and flying monsters.Great, I managed to cheese the game on my first ever try and that wasn't even my intention. Archers were overperforming in the tutorial battles and spearmen were lagging very far behind, so it was only natural for me to go archers. Hopefully, WH3 fixes this. I suppose there are mods to put limits on spamming the same unit?
I'm playing on normal difficulty with Tyrion as my first ever Total War game. I chose him because he's the blandest character and I wanted to learn the game first before playing with people I'm more excited about. I'm also playing on ultra unit size and archers feel ridiculously overpowered. I managed to take on a Count Noctilus army + a small reinforcement army pretty decisively
And this is without Tyrion at the helm. I also had the Sword of Khaine, so these armies wouldn't have stood a chance against Tyrion, but I digress. So yeah, that's why I'm asking about unit size, archers feel ridiculous. Spearmen feel useless. I don't have any of the DLC, but as far as I know Sisters of Avelorn are even more grotesque.
A high level wizard with a good spell school can chew through 10-20 stacks of just about any infantry.A high level wizard with a good spell school and a fast mount can chew threw 1-2 stacks of low tier infantry easily.
I would argue that CTT tackles range superiority by reducing ranged accuracy. Furthermore, the CTT unit caps helps too (no automatic doom stacks of 19 Sisters of Avelorn).No modders have actually tried to tackle the biggest issues without bloat - range superiority, sieges, and dumb Mortal Empires goals for most factions. There is actually a mod that addresses the last issue, but some factions got shafted more than others (Chaos Warriors). I know they are technically a horde faction on a campaign to destroy the world, but I'd wager people like Archaon and Sigvald would have more precise goals than "destroy 50 provinces/settlements".
That's a bit unfair.No modders have actually tried to tackle the biggest issues without bloat - range superiority, sieges, and dumb Mortal Empires goals for most factions.
Improve it? Oh, I sure hope so.Sieges are a whole different ball game. I hope game 3 adequately addresses it.
Two major changes have been implemented to resolve this, but due to the nature of changing core game systems we decided that a Beta Patch was the only safe way to ensure players aren’t negatively impacted if these changes have unanticipated negative results in other interactions in battle.
A summary of the changes:
- Entities will no longer charge attack if their charge path is blocked by a friendly entity. This particularly affects infantry vs cavalry counter-charge interactions:
- This means that when an infantry unit charges into cavalry, the back ranks no longer get to charge attack as well.
- This reduces the damage dealt by infantry when counter-charging as fewer entities get an immediate charge attack. This helps cavalry trade more favourably with infantry.
- The calculation for collision damage has been changed
- Previously collision damage was increased by the charge bonus of a unit, which meant that high charge bonus cavalry would have little difference in collision damage between braced and unbraced infantry. This meant that bracing often didn’t make a big difference for collision damage, so it would nearly always be better for infantry to counter-charge.
- Now collision damage is just a calculation using collision power and not adding the flat Charge Bonus, this essentially means charging into braced Infantry will result in much lower damage on impact than unbraced Infantry.
These two changes reinforce our intentions of how Cavalry and Infantry should interact:
- Cavalry should be favoured in fights against counter-charging Infantry – of course, the relative strengths of the units will still be important.
- Braced Infantry should receive less damage than counter-charging Infantry, so there is a benefit to bracing Infantry against Cavalry.
Aren't Bretonnians the only ones heavily reliant on cavalry anyway? What they should be doing is fixing/nerfing ranged units.