Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Warhammer Total War: Warhammer III

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,320
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
The life nuke is also pretty good.
It is! It's one of the better nukes imo.

Lord/Hero spam. Tanks.
Maybe, but iirc none of them are that good?

It's also a mistake to think that you need single entities to benefit from healing. Anything involved in melee combat benefits.
This is true, but the way damage gets distributed onto melee (ie, the units in the back dont get damage, the units in the front die) makes healing way less effective, at least for life magic which can't bring back lost entities. And even then, I think I'd prefer to fire a burning head or something down the line over casting a few heals, which will probably prevent more damage in total.

A life lord is never truly bad(none of the casters are), but I would only take them over other casters if I have a good amount of strong single entities.
 
Joined
Jan 7, 2012
Messages
15,675
Maybe, but iirc none of them are that good?
I could definitely see a 3 Empire captain + lord on flying mounts gangbang squad to pick on enemy lords and other things. Or run with multiple lords if you want to play that way. I'm pretty sure tanks are still good, just expensive, but if you want a doomstack of them you can have it. Also there's the volkmar + priest battle prayers everywhere lmao spam.

This is true, but the way damage gets distributed onto melee (ie, the units in the back dont get damage, the units in the front die) makes healing way less effective, at least for life magic which can't bring back lost entities. And even then, I think I'd prefer to fire a burning head or something down the line over casting a few heals, which will probably prevent more damage in total.

A life lord is never truly bad(none of the casters are), but I would only take them over other casters if I have a good amount of strong single entities.

I'm ~95% sure that's not how it works. If a unit has 9000 max HP and you cast a 1% HP/s spell on it that unit will gain 90 HP/s, regardless of how damage is distributed. The only difference between life and vampire magic is that life will be capped at the max health of the units left since it can't resurrect anything, but in most instances that isn't a problem unless you are really spamming healing multiple times. Life magic works very well with cavalry that tends to take a small amount of damage every time it charges in. It also works better the more overall melee units you have in the army since your whole army gains 1% of their health back with every spell you cast.
 
Last edited:

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,507
Location
Space Hell
I can forgive Warhammer Total War almost everything because:
1. It is among few games that i LIKE to start anew. I will never start a second run of, for example, SuperMeat Boy, but I replay as a new rce often in WHTW even with its many flaws.
2. It has the best soundtrack for the last decade, on par with Battlefleet Gothic: Armada I and II
 

MuckMan

Learned
Joined
Jun 28, 2020
Messages
104
I played a couple campaigns (VH/VH) since IE dropped.

My first campaign was RoC with VIlitch the Curseling. It was fine. Basically sandbox-mode for RoC, just go around and kill things. I like the WoC workaraound and they have a fun dynamic, because every WoC wants Dark Fortresses, so you naturally end up in war with every other WoC in your vicinity, which is very chaosy imo. The undiviided WoC will hopefully be even more fun because you can use all WoC-Units. The campaign endbattle was fun.

The first campaign in IE was with Karak Kadrin and it was meh. CA unfortunately nerfed most of the garrisons in the game and Karak Kadrins position in the middle of the map means you get attacked from all sides. And because of your shitty garrisons you have pull your still very expensive dwarven armies to defend, just use the tier 3 garrison building to buy time until a real army arrives. Really slow growth and a constant onslaught of Chaos-Armies really turned this campaign into a slog. Barely fought any Greenskins and Skaven, which is a plus in my book because one thing I hated in ME was fighting Skaven 80 % to 90 % of the time in lategame. I got the A Grudge too Far endgame crysis which sucked hard because none of my armies were "designed" to fight other dwarves but like I said it turned a slog around turn 90 anyway. Was the Dwarf-Endgame-Cryisis the reason I could not confederate any dwarves my whole campaign?

After IE I did a RoC campaign with N'Kari. I have to say, that N'Kari has the most fun Demon-Faction so far. The only one I have not played is the Demon Prince. N'Karis faction is pure fun, his campaign-mechanics are fun to use and he is the only Demon-Faction whose cults are not more or less useless. I had a blast fightiing with a very fast and hard hitting army. On a side-note: Devoted Marauders of Slaanesh are god damn powerful for "trash tier units" arent they?

The last campaign I played was with the Wood Elves, Sisters of Twilight. Very easy but also very fun so far. The AI (Aranessa Saltspite) killed off Orion before I could confederate him, never seen that before, but I could confederate Drycha and Durthu. Aiming for the long victory, for some reason I got A Grudge too far again, but it takes a couple of turns before they spawn. Is that the reason most Dwarves were antagonistic with more or less everyone around them? They barely made any allies which they normally should. Thinking about an army composition which will exclusively kill Dwarves, any ideas? I was thinking about Waywatchers naturally, Hawk Riders and Forrest Dragons to kill their artillery and great Stag Knights for flanking. I am not so sure about the frontline, Tree Kin? Bladesingers?

So far I have fun with WHIII and I did not have any crashes whatsoever. Will start a Kairos IE campaign after the next patch drops on the 18th.
 
Joined
Jan 7, 2012
Messages
15,675
Confederation through diplomacy seems extremely too hard and the devs have acknowledged it as an issue I think. I don't think the end time thing picked matters before it happens, I'd assume it's randomly chosen when it happens not determined from turn 1. What's funny is that if the greentide happens and you are a greenskin you can confederate the tide by beating their lords in battle like normal.

Not sure what I'd use to fight end time dwarves. They aren't particularly a hard race to fight in general as long as you have AP damage except that for the end time you often need to fight 3-4 armies in the same battle and at that point if you rely on magic or ammo you'll be out of both.
 

MuckMan

Learned
Joined
Jun 28, 2020
Messages
104
[...]

Not sure what I'd use to fight end time dwarves. They aren't particularly a hard race to fight in general as long as you have AP damage except that for the end time you often need to fight 3-4 armies in the same battle and at that point if you rely on magic or ammo you'll be out of both.
Sure, I am not concerned about fighting dwarves, I am pretty sure my armies will eat them alive through a combination of ambush battles and lightning strikes. I was more or less theorycrafting which composition would be best to fight especially dwarves, wihtout resorting to doomstacking.
 
Joined
Jan 7, 2012
Messages
15,675
Sure, I am not concerned about fighting dwarves, I am pretty sure my armies will eat them alive through a combination of ambush battles and lightning strikes. I was more or less theorycrafting which composition would be best to fight especially dwarves, wihtout resorting to doomstacking.

Depends on what you call doomstacking. As wood elves I don't make super expensive stacks of top tier stuff like Waywatchers or Dragons or Treemen because simply spamming Glade Guard (Starfire Shafts) works fine for filling 70% of your army up with the rest being a few spellcasters or something to tie things up in melee. But if by "not doomstacking" you mean going for a balanced army then I'm not sure what to bring either. I would kind of expect Dwarven melee to be able to chew through any Wood Elf army in melee aside from Treemen spam.
 

kris

Arcane
Joined
Oct 27, 2004
Messages
8,917
Location
Lulea, Sweden
Thinking about an army composition which will exclusively kill Dwarves, any ideas? I was thinking about Waywatchers naturally, Hawk Riders and Forrest Dragons to kill their artillery and great Stag Knights for flanking. I am not so sure about the frontline, Tree Kin? Bladesingers?

dont need frontline against the slowest faction. As long as you can counter away their artillery and got some AP you are gold. Treemen and treekin work well as long as they dont have plenty of thunderers.

i mostly play dawi myself.
 

MuckMan

Learned
Joined
Jun 28, 2020
Messages
104
Thinking about an army composition which will exclusively kill Dwarves, any ideas? I was thinking about Waywatchers naturally, Hawk Riders and Forrest Dragons to kill their artillery and great Stag Knights for flanking. I am not so sure about the frontline, Tree Kin? Bladesingers?

dont need frontline against the slowest faction. As long as you can counter away their artillery and got some AP you are gold. Treemen and treekin work well as long as they dont have plenty of thunderers.

i mostly play dawi myself.
Yeah, I made a balanced army and they did not even clash with my front-line so far.

I play mostly Dawi myself and I noticed to counter enemy artillery, you just have to shoot with your Grudge Thrower at them, the AI tries to "dodge" the incoming projectiles and never fires back, helps me in my Karak Kadrin campaign so far.
 

kris

Arcane
Joined
Oct 27, 2004
Messages
8,917
Location
Lulea, Sweden
Thinking about an army composition which will exclusively kill Dwarves, any ideas? I was thinking about Waywatchers naturally, Hawk Riders and Forrest Dragons to kill their artillery and great Stag Knights for flanking. I am not so sure about the frontline, Tree Kin? Bladesingers?

dont need frontline against the slowest faction. As long as you can counter away their artillery and got some AP you are gold. Treemen and treekin work well as long as they dont have plenty of thunderers.

i mostly play dawi myself.
Yeah, I made a balanced army and they did not even clash with my front-line so far.

I play mostly Dawi myself and I noticed to counter enemy artillery, you just have to shoot with your Grudge Thrower at them, the AI tries to "dodge" the incoming projectiles and never fires back, helps me in my Karak Kadrin campaign so far.

Cannons have better range and easily destroy enemy artillery, they are also very strong against cavalry and large monsters. Much better to use them than grudge throwers IMO.
 

MuckMan

Learned
Joined
Jun 28, 2020
Messages
104
Cannons have better range and easily destroy enemy artillery, they are also very strong against cavalry and large monsters. Much better to use them than grudge throwers IMO.
Sure, but in my example I only had inexperienced Grudge Throwers, Longbeards and Quarrellers going up against I believe mostly Organ Guns and Ironbreakers/Longbeards etc. The AI tries to dodge the projectiles of catapults (even with something as slow as artillery), but it does not try to dodge canonballs iirc. So you keep the enemy artillery from firing because the AI moves the artillery back and forth to dodge.
 

GreyViper

Prophet
Joined
Jan 10, 2011
Messages
1,546
Location
Estonia
What do you know they do listen to feedback. I know Legendoftotalwar was getting frustrated with CA lack of changes regarding the issues presented in Patch 2.2.
Still looks good, they need to fix quest battles, but I suspect it's in to-do list.
Praise Sigmar and Praise the Emperor.
 

tabacila

Augur
Joined
Nov 2, 2011
Messages
326
  • Karl Franz will now receive a guaranteed Wizard of a random type at the start of his second turn.
  • The Altdorf Conclave of Wizards has been reduced to Tier 3 to match the generic chain it replaces. It now also grants an additional +1 Battle Wizard capacity over the generic version.
Praise Sigmar indeed!
 

zapotec

Liturgist
Joined
Feb 7, 2018
Messages
1,501
All minor settlements will now trigger a land battle by default.

Finally!!
 

Caim

Arcane
Joined
Aug 1, 2013
Messages
17,976
Location
Dutchland
So if this is the final Total Warhammer game, does that mean that the final big DLC will include Nagash, and maybe even go full End Times even just to piss people off?
 

InD_ImaginE

Arcane
Patron
Joined
Aug 23, 2015
Messages
6,208
Pathfinder: Wrath
So if this is the final Total Warhammer game, does that mean that the final big DLC will include Nagash, and maybe even go full End Times even just to piss people off?

Dont think there is much leak, but there is Nagash mod including the End Times stuff with collecting all undead LL like pokemon and it was well received. Probably the big last mod for WH2 that one.
 
Joined
Jan 7, 2012
Messages
15,675
All major settlements will retain their walled settlement battles (enabled by the wall effect on the primary chain).
All minor settlements will now trigger a land battle by default.
Added an effect that has a chance to turn the default land battle into an unwalled settlement battle (similar to the wall effect on major settlements leading to walled settlement battles).
The effect has been added to most standard garrison chains starting on Tier 2 and Tier 3.

What the fuck is this chance to turn a land battle into an unwalled settlement battle? Having it be completely random whether you have to deal with towers sounds awful for strategy.
 

fizzelopeguss

Arcane
Joined
Oct 1, 2004
Messages
1,004
Location
Equality Street.
Yeah, it's retarded as expected. Bretonnian and TK garrisons are a joke now, I'm running around popping their shit like zits, and I imagine it'll be complete dogshit playing as these factions now because of it.

Typical lazy CA 'fix'. Just remove the tower bullshit already, add a toggle on the UI to fight either settlement or field battle. Make the AI more likely to sally out. As it is, all that good work they put into settlement maps is now a total waste.
 

GreyViper

Prophet
Joined
Jan 10, 2011
Messages
1,546
Location
Estonia
Yeah I noticed that there were lot of promises not delivered on. The changes to land battles were good, but not the way they did it. The mod above is a better solution to that.
So their big promise that confederation would be more manageable, NOPE it's still the same mess as before. AI does some stupid things that blocks confederation, you still need to use unconventional means like threatening and even then it's not guaranteed.
So again use a mode if you want an enjoyable game.
Regarding harder AI, didn't notice any change playing on LL and VH, felt the same.
For now uninstalled TWH3 and reinstalled TWH2, will return to it next year when the DLC gets released.
 

thesheeep

Arcane
Patron
Joined
Mar 16, 2007
Messages
10,129
Location
Tampere, Finland
Codex 2012 Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Dead State Divinity: Original Sin Torment: Tides of Numenera Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
All major settlements will retain their walled settlement battles (enabled by the wall effect on the primary chain).
All minor settlements will now trigger a land battle by default.
Added an effect that has a chance to turn the default land battle into an unwalled settlement battle (similar to the wall effect on major settlements leading to walled settlement battles).
The effect has been added to most standard garrison chains starting on Tier 2 and Tier 3.

What the fuck is this chance to turn a land battle into an unwalled settlement battle? Having it be completely random whether you have to deal with towers sounds awful for strategy.
For me, that chance seems to be 100%, though, which is fine. Every battle I had with a garrison building was a minor siege battle.
Not sure if that means their description is wrong or it is bugged or I just totally lucked out.

But yeah, random chance would be idiotic - so very true to the way CA does patches :lol:
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom