That's a pretty epic reversal from TW2.Nakai is apparently the most OP horde atm
Gonna write a litle for Volkmar as he is the further campaign I have.In my single player, I am having a blast as Volkmar. If you are able to get the closest book of Nagash to him, all of his, and the rest of his faction's, battle prayers are reduced majorly. Not to mention I believe his quest equipment also reduces his battle prayer CDs.. So basically his pb bombardment, can be chained summoned over and over and over. On his alter, he still isnt a great duelist, but that is what the hero warrior priests are for to be fighting with him to help assist in taking down lords and heroes.
In a duo coop, I am playing Wurzzag. Its been alright. Not being able to imbed a lord into the waaaaagh army really cuts the balls off of his movement. I've spent a lot of my time chasing down Skarsnik and other minor greenskin lords. However, I do control a lot of the southlands, basically everything west of the south worlds edge mountains to the west coast, and as far as south as K8P and as far north as KaK.
In a three man coop, I am having a blast as Ungrim. Still pissed about Isabella's trait being essentially removed. That is going into the book and never going to be striked from it. They have also changed the Rune of Adamant from giving 10% HP to it now giving 50 Armor iirc. That is also going into the book.
dat defeat trait thoFrom there my intention was to go after Tiktaqto, but he has proven to be a good shield against Kairos, has killed the nearby wood elves and is now off to war with Kroq-gar. Which is fine by me.
I hope they continue to make changes so every LL is a fun and rewarding campaign. I love what they did with Volkmar, Ghorst, and the white dwarf in IE and hope they continue to make changes to lords like Skarsnik, Treach, and Khatep. Some of those LL’s in WH2 were painful to play for reasons other then a challenge and/or masochism. It is possible to make both a challenging and fun and rewarding campaign. So far I really like the direction they’ve been going IE and hope they keep it up. A fix to towers and barricades that keep fucking up my pathing would be nice. Overall i feel like someone is at the helm now that doesn’t have their head up their ass. Anyone have any good minor settlement battle mod to recommend yet?
They are regular strength aren't they? Or do you mean the AI will try to attack a settlement without accounting for towers making the defending army stronger than they are? I can see that, although I've found the AI also does the opposite sometimes, I've had them spend 3 turns weakening my settlement's garrison even though there was no way in hell I would have won that fight even at full health, but eh more time to figure out a solution.One complaint about how I dominated as Ghorst, one of them mind you, is the AI does not seem to know how to properly assess his garrisons and will torpedo their smaller armies thinking the garrisoned units are regular strength versions of themselves
Anyone ever building a barricade over a tower on defense? Almost never here...
They are very situational for me, hardly ever use them. I hate when the AI uses them because they cause so many issues with pathing. Another big complaint of mine is the settlement design with so many narrow pathways. TW:WH does so much better with open spaces and almost all settlement have tons of narrow pathways that are a nightmare and invariably just cause mob pile ups. Makes spells like pit of shades and Morris engine super OP if you have them and a awful slog if you don’t. My favorite siege battle in WH:2 was that one wide open high elf siege map that had tons of room to maneuver Calvary charges and other tactics.One complaint about how I dominated as Ghorst, one of them mind you, is the AI does not seem to know how to properly assess his garrisons and will torpedo their smaller armies thinking the garrisoned units are regular strength versions of themselves
Anyone ever building a barricade over a tower on defense? Almost never here...