When they show the auto-resolve "chance of winning" it is as if they can field their entire army all at once. When you fight the battle they can't so their chance of winning is far less.
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When they show the auto-resolve "chance of winning" it is as if they can field their entire army all at once. When you fight the battle they can't so their chance of winning is far less.
OK so I was playing as Orcs yesterday and the auto-resolve calc was straight up broken. I had an army of 3 tier 1 infantry, 6 bowmen, and a lvl 4 hero that was attacked by almost a full stack of high...
To give an idea at how OP the orcs are... in my latest campaign (on VH) with the orcs I was able to have a WAAAGH! army following my armies around the vast majority of the time. So when I was able to...
OK that makes sense. As orks you naturally want to raid and sack non stop so this advantage is huge.
Orcs are by far the easiest faction to play and are also too powerful in auto-resolve.
I am pretty sure they get more gold from sacking and from combat than dwarfs. Plus when playing as the orcs...
The book of grudges shouldn't have quests like "assassinate a member of" or get a hero to level X.
I have two grudges in my current dwarf campaign that can't be finished or will just take me...
I have not had an issue with the towers like some have. Plenty die on the walls though. I think the most fun race to siege with is the VC because of all the flying units. For other factions I use the...
The agents are easily one of the worst parts of the game. Specifically their ability to assassinate. Demoralizing the troops or blocking them or other relatively minor acts are less of a deal....
In my experience it is by far the most difficult or really the one where it seems things they are the most likely to go wrong.
Orcs is probably the easiest once you learn to think like an orc and...
The dwarf campaign definitely seems relatively difficult compared to the others. Their capital region also can't grow as fast as say the Reikland or Sylvania. Plus it is constantly being attacked by...
Really good review. I have also found that diplomacy has been a key part in my attempts to fight off Chaos but I still had triple stacks of chaos to deal with.
It is good to hear that sending...
The difficulty of any campaign can be pretty inconsistent because it largely depends on how powerful the enemies end up being. For example I have had campaigns where the Vamps were really strong and...
The way I see it the lore is really there to give everything a certain RPing flavor. I don't care if an idea was created by GW or not as long as it fits into the RPing nature of the setting.
For...
That is kind of how my campaign went too but I confederated with those northern dwarfs who were fighting the vamps. This helped me finish off the orcs to the north but I had no chance of taking on...
The point is that walls were a clear tactical advantage in siege battles compared to the streets. This is true in history but it has not been true in TW games where magical street choke points were...
It doesn't really involve any meaningful amount of strategic thinking and just slows the game down for really no reason.
You are describing the AI defending the city in your previous post. Streets should never be tactically superior to walls. It is bad design.
CA has been trying to fix this problem for many games...
It is just a graphical issue. Not a strategic one.
The ladders are far inferior to the towers. I hardly ever use them.
I think it is kind of weird how they magically appear. I think the only real alternative is to have players decide before the...
Rome was all about magical choke points. If you had the same garrison sizes in Rome that you have in Warhammer it would be terrible.
I really don't see a problem with the size of the settlement.
Simply making it so the player has to bring more artillery and wait longer doesn't change anything for the better. It really just makes them take longer.
I also forgot to mention that sieges are...
The dwarf campaign can be frustrating if the orcs are able to get all up in your stuff. Plus the occasional WAAAGGHH to deal with. It is one of the factions where you really have to be careful about...
By tipping the balance in favor of the walls and giving the attacker ways to deal with static formations.
For me coming into Warhammer I was mostly hoping that the battles would be fun again. I thought the additions to the campaign map were great but I also felt like as the series made more and more...
The old sieges were probably one of the worst parts about previous versions of TW as they pretty much all involved magical choke points. It doesn't take a lot of brain power to game the system to...
Walls always provided a large tactical advantage. That is why they were built. Examples of battles happening outside a city had more to do with other tactical considerations other than just taking...
You are allowed to fight in the streets. As a designer you most certainly don't want to create a game with siege battles where using the walls is not a tactical advantage. It makes no sense and is a...
If the defender has troops remaining why are they not on the wall?
You are confusing the issue. It is very simple. The fight should happen at the wall. That is why they built them. To stop armies....
You can build walls in those settlements. These settlements are a bit of a liability on the campaign map because they are easy to sack. This is one of the more strategically important aspects of the...
The point is that the walls are where the bulk of the fighting should be taking place. That once the battle gets to the streets it is pretty much a lost fight. In past versions the walls were little...
I suppose if I am not allowed to talk about all the stuff they added it would be hard to say they added anything.
Yes the game is fun.
WAAAAAAAAGGGHHHH!
Rome had siege issues too. The sieges were more about magical street fighting than wall fighting which makes no sense.
The key to any system is to get the fight onto the walls where it belongs....
I am a huge fan of the new sieges. I hated the old system where sieges were more about defending magical city streets as opposed to the walls. Now the it comes down to taking the walls or not and...
After reading a lot of the comments it seems that a lot of the people who are complaining just wanted the game to be another iteration of the same basic game we have seen a bunch of times already....
The changes to siege battles is one of my favorite changes in TWW. The emphasis on taking the walls and the addition of flying units really make sieges fun again.
Honestly I think magic is terribly balanced right now. The power of some spells simply doesn't come close to the others.
I am not sure it is a bug. The retreating army has to be able to avoid zone of control limitations to be able to break the siege. This would include the zone of control of any nearby armies. For...
I think that there is a bug where they kind of port away when they break a siege which ignores the zone of control.
In Warhammer I have faced enemies and strategies that are simply not possible in other TW games. The same strategies that I used in other games are not as effective and have counters and limitations...
The strategy in province development revolves around straight forward decisions concerning growth, happiness, income, and defense. Plus the military buildings you want.
You want growth so you can...