Kurt Helbrog? I like his mustache and his character but I'd prefer Espeth for a LL as she's more unique and shows the gothic side of the Empire more. And she can start anywhere basically
Who's Espeth?Kurt Helbrog? I like his mustache and his character but I'd prefer Espeth for a LL as she's more unique and shows the gothic side of the Empire more. And she can start anywhere basically
I agree. with the lvl 3 alegience being weak. IMO it feels like a placeholder because IMO it makes more sense to award some sort of LL/LH or maybe unlock recruiting units from the DoC roster. That said at the time it was made it was rather cool. I think it was the first faction to have "elite OP" campaign units.I do wish that the rewards for attaining Level 3 allegiance with each god is more useful though. A single canon, a hero, a plague, and a hero are just not worth it.
The GS rework is really good. Waaagh allows you to steamroll early in the game. You could also give Wurrzag a try if you haven't. It's bonkers that savage orc big uns has a 71 charge bonus when their ranks are maxed out. Each one of them literally hit like a monstrous unit.
I think she would be a cool norsca LL assuming she isn't given to other chaos factions.Norsca are the one norse-coded faction so valkyries being there makes a lot of sense.
And dang she looks cool as hell.
boris supposedly is coming for game 2. I'd really enjoy if most hopefully all elector counts got a LL. Empire is broing to fight because it is extremely generic. I wish elector counts had some difference like skaven clans do.
Elspeth, my bad
Oh yeah, sorry, brain fart. I was thinking in terms of them both being Chaos-aligned. (Norsca comprises the 'main host' of the Chaos invasion forces during the End Times.)
She'll definitely be a 'Khorne' faction leader in TWWH3. There's no way there's a better rep.
She goes to Warrior of Chaos.If she is Khorne aligned I wonder how CA will pick the LL for that? Go with iconic Daemon Prince or the cool looking unique woman coded demon?
She goes to Warrior of Chaos.
The red demon for Khorne rep for Demon of Chaos and hopefully the Dog for 2nd DoC rep
They will be keeping them separate, as it's how it was in 8th edition and that's the main goal for CA.Are they keeping WoC separate from DoC? I thought they main theory is that they are combining everything?
Alongside what doukou said i want to add:Are they keeping WoC separate from DoC? I thought they main theory is that they are combining everything?
That is my guess as well. i'd also say that for slanessh N'Kari is probably confirmed as well with all the references in the game about her.So like WH2, with 2 LL for DoC? Probably Khorne and Tzeentch. Nurgle (Cooler Units) and Slaanesh (Avoid Mature Rating) for DLC?
I think DoC will launch with 4 LLs and have a mechanic tied around their division, making each LL feel very different.So like WH2, with 2 LL for DoC? Probably Khorne and Tzeentch. Nurgle (Cooler Units) and Slaanesh (Avoid Mature Rating) for DLC?
That is also an option. But i'll still stand that from a marketing perpective it makes more sense to have 4 races at launch instead of just kislev and DoC.I think DoC will launch with 4 LLs and have a mechanic tied around their division, making each LL feel very different.
I'm not sure what that leads for Lord Packs besides Bel'kor(only undivided/neutral demon) since I doubt they'd want to make it uneven
I'm still saying that as well. 4 races but DoC get 4 LLs off the bat instead of two, that way DoC can get a race mechanic built around the conflicts between the 4 factions within the raceThat is also an option. But i'll still stand that from a marketing perpective it makes more sense to have 4 races at launch instead of just kislev and DoC.
ah! I see. That would be rad.I'm still saying that as well. 4 races but DoC get 4 LLs off the bat instead of two, that way DoC can get a race mechanic built around the conflicts between the 4 factions within the race
HOLD UP!!!It's time for that special time of year, it's time for me to spend far too many words doing a revised version of the ranking blogs I put out earlier this year. Definitely didn't double my playtime over the last 12 months or anything.
Good list and thanks for posting it!It's time for that special time of year, it's time for me to spend far too many words doing a revised version of the ranking blogs I put out earlier this year. Definitely didn't double my playtime over the last 12 months or anything.
i'm going to answer because no one did. I'm not playing the beta.It looks like they drastically slowed down the population rate / how soon you can build cities up to tier 4 and so forth, in the beta patch. Anyone else notice this?
This is my fav Chaos god and i can't wait to spread the Nurgle's gifts. Fingers crossed chaos becomes fun in game 3.
i'm going to answer because no one did. I'm not playing the beta.
CA didn't write anything about changing the growth. Maybe a change to try and delay t4-t5 cities so that t3 becomes mroe relevant?
tha said i can see it reallu hurting slow growth factions like tomb kings, dwarfs,etc. while fast growth factions like skaven can easily bypass these problems.
for me that change only made me have less rebelions. Usually I I had to trigger a rebelion when I conquered a province since the malus of province instability is usually huge. Now with that bonus i can usually just push on and the province gets better slowly.Looks like it wasn't the beta - it's actually the patch released with the DLC that caused it indirectly. They made some big changes to public order, and I thing is that if you have low order, the growth will be affected negatively (and vice versa)
Not sure if even that is new, but the way the game tries to trend you towards neutral order (i.e. 0) by giving you opposite modifiers (negative when order is high, positive when its low) to reduce the occurrence of rebellions, I guess it has a side effect on the player spending more time in a state where growth is low (as you don't get the high PO bonus)
I wish you a happy and safe new year!Happy new year!
Hopefully this will be the year of Warhammer 3. WH2 is starting to feel really dated by now.
I'd highly recommend the Norsca SFO campaign. It gives Wulfrik horde recruitment and a bunch of horde buildings -- which negates one of the biggest annoyances of Norsca in letting you recruit on the go rather than having to actually raise your army in Norsca - and it makes trolls in Throgg's army pretty much fantastic. The faction's also about to get a big update that will let Wulfrik taunt legendary lords into combat and get rewards if he wins, and Throgg is getting some sort of troll adaptation bonus for beating different factions.Just finished the Norsca campaign and destroyed all factions except the mercenary/rogue factions (I forgot its name). It's pretty refreshing to play a faction that focuses more on battle than settlement management. The campaign made me realize how massive the Empire land is. I spent so much time trying to completely destroy the Empire factions, but of course much to my annoyance, they did the Skaven tactic; they would colonize ruins far from my armies and revived destroyed factions. Wash, rinse, and repeat. I spent almost 200 turns playing whack and mole with them.
The economy is also a bit challenging. To make it somewhat sustainable, I needed to build more armies to get more money. Early to mid-campaign, I always had enough money only for 10 turns. So yeah, this is basically a start-up simulator where I need to burn a lot of cash to get a lot of cash. If anything, Norsca would be destroyed by itself. Thank the Chaos gods for the -%75 upkeep from defeating the Chaos faction. With this bonus trait, I was able to make 7K a turn while previously I lost 20-30K a turn. Honestly, defeating the Chaos is the only option that makes this campaign manageable, especially to conquer the new world. I was simply snowballing after I got the upkeep discount.
The monster hunter mechanic is kinda fun, but I was really bummed that only a few of the monsters can be recruited from the units of renown. I know technically they're dead and sacrificed to the Chaos gods, but man the items aren't just worth it. The third-tier rewards from aligning to god were also simply okay-ish at best. The second-tier rewards are much better (bonus damage, replenishment, EXP). Fortunately, the Norsca tech tree is surprisingly good. Some tech technologies unlock a really cool bonus to the faction, especially the ones that require you to occupy the main settlement of a faction.
So yeah, I'm surprised that I'd enjoy this campaign as much as I did.
You touch a lot of points that i'd like for CA to change. I specially would like for Chaos corruption >50% to not allow other factions to colonize in that region. Alongside this i'd really like if a ruined settlement by a Chaos faction should have a permenent and constant chaos corruption generation. ALongside this I think it would be cool to have chaos factions have signficantly upkeep discounts in chaos territory.Just finished the Norsca campaign and destroyed all factions except the mercenary/rogue factions (I forgot its name). It's pretty refreshing to play a faction that focuses more on battle than settlement management. The campaign made me realize how massive the Empire land is. I spent so much time trying to completely destroy the Empire factions, but of course much to my annoyance, they did the Skaven tactic; they would colonize ruins far from my armies and revived destroyed factions. Wash, rinse, and repeat. I spent almost 200 turns playing whack and mole with them.
The economy is also a bit challenging. To make it somewhat sustainable, I needed to build more armies to get more money. Early to mid-campaign, I always had enough money only for 10 turns. So yeah, this is basically a start-up simulator where I need to burn a lot of cash to get a lot of cash. If anything, Norsca would be destroyed by itself. Thank the Chaos gods for the -%75 upkeep from defeating the Chaos faction. With this bonus trait, I was able to make 7K a turn while previously I lost 20-30K a turn. Honestly, defeating the Chaos is the only option that makes this campaign manageable, especially to conquer the new world. I was simply snowballing after I got the upkeep discount.
The monster hunter mechanic is kinda fun, but I was really bummed that only a few of the monsters can be recruited from the units of renown. I know technically they're dead and sacrificed to the Chaos gods, but man the items aren't just worth it. The third-tier rewards from aligning to god were also simply okay-ish at best. The second-tier rewards are much better (bonus damage, replenishment, EXP). Fortunately, the Norsca tech tree is surprisingly good. Some tech technologies unlock a really cool bonus to the faction, especially the ones that require you to occupy the main settlement of a faction.
So yeah, I'm surprised that I'd enjoy this campaign as much as I did.
Yeah, I also noticed that unit recruitment is a pain in the ass early in the game. A lot of back and forth between my settlement and enemy regions because I often lost some units. And global recruitment is unreliable at the beginning due to the long recruitment time. Making Wulfrik a horde is interesting, though I'm not sure how balanced the game would be. I haven't tried SFO for quite some time, but maybe I'll try it for the next playthrough. Thanks!I'd highly recommend the Norsca SFO campaign. It gives Wulfrik horde recruitment and a bunch of horde buildings -- which negates one of the biggest annoyances of Norsca in letting you recruit on the go rather than having to actually raise your army in Norsca - and it makes trolls in Throgg's army pretty much fantastic. The faction's also about to get a big update that will let Wulfrik taunt legendary lords into combat and get rewards if he wins, and Throgg is getting some sort of troll adaptation bonus for beating different factions.
Beta changelog here
Since TW 2 allows all factions to colonize all regions/settlements, I found the ruin/colonization mechanic in a weird position. I don't really have any reasons to raze settlements unless I'm bordering with a lot of enemy factions. Sure, the disadvantages of conquering settlements with incompatible climate can be irritating, but most of the time, I always occupy them because I don't have an incentive not to do so.You touch a lot of points that i'd like for CA to change. I specially would like for Chaos corruption >50% to not allow other factions to colonize in that region. Alongside this i'd really like if a ruined settlement by a Chaos faction should have a permenent and constant chaos corruption generation. ALongside this I think it would be cool to have chaos factions have signficantly upkeep discounts in chaos territory.
IMO those 3 changes would change chaos factions from hack and mole killing faction to an unstoppable force once the ball was rolling.
the 1 LOrd chocie is also super painful.
I also feel like norsca needs some sort of mechanic to work with other chaos forces, right now there is basically 0 benefit to following Archeon.
That said with game 3 focus on chaos i am hopping that norsca get some love. like the WE they needs some touching up despite their core gameplay loop being super satisfying.
ALso the werewolves, femir and mammoths have some great models.
That said I kinda wish it released on 2022 or thereabouts as I wish CA raised the minimum requirements so they can push the game into having an even bigger map. I hope we get something like a mini-chaos realm into warhammer 3 ME campaing. In short my wish is that the game scope isn't limited by my current PC (the GTX1000 series).
The current lack of stock of the 3000 series (and other PC components) might make the current market have lower specs. I want warhammer 3 to be as ambitious as possible so it can be supported for years to come!!!
The Asrai Resurgent Update is now live!
Changes to the Forge of Daith
We've heard your feedback on the Forge, and have implemented a preliminary set of changes to deal with the most prominent gameplay issues:
In addition, we've done a balance pass on all the items offered by the Forge. All items have had their stats tweaked, and Reforged items will now be significantly stronger, so they are viable choices in comparison to permanent upgrades.
- Items will now revert back to their previous upgrade level after Reforging expires, rather than their base level
- The 'Naestra leaves' option that appears when Daith offers to reforge a completed item with now reduce the timer until the next new item is offered by 2 turns
Changes to offices
With the Wood Elf offices, we generally sought to avoid too many factionwide effects as these tend to promote recruiting Lords purely to fill a slot, then disbanding them. While this is appropriate for some factions – such as the Empire, where filling the Elector Count seats is the goal of the campaign – for Wood Elves we wanted to focus on offices as a tool for customising Lords and enabling alternative strategies and playstyles.
In this context, Durthu's offices were meant to complement a more defensive playstyle where your Treemen lords would passively buff their local region while defending it, whereas Orion's were designed to promote a more 'spiky' playstyle focused on expansion and contraction, with multiple armies running alongside each other to maximise bonuses.
In retrospect, the effects were probably not strong enough to have the desired effect. As such we have added adding the following:
Orion
Like other effects, these are doubled in strength during Wild Hunts. If several Lords with the same effect are in the same region, the effects will stack
- Master of Scouts and Herald of the Hunt: +30% income from raiding to local forces
- Master of Drums and Master of Supplies: +25% income from post-battle loot to local forces
- Talon of Kurnous, Spirit of the Hunt, and Master of the Hunt: +15% razing income to local forces
Durthu
Bug fixes and improvements
- All non-faction-leader Office slots provide -20% upkeep for all units while in owned territory
- Fixed an issue where Ariel would not spawn in the Eye of the Vortex campaign after manually fighting a Forest Encounter
- Fixed a bug responsible for various issues (e.g. some cases of unresponsive Forest Encounters, the Forge of Daith not firing)
- Drycha's quest chain will no longer abort if Middenheim is captured instead of raided
- Coeddil now has the Immortal trait
- Fixed a crash that could occur when escape was pressed after starting a ritual
- Custom battles no longer crash when loading with more than 20 Clan Moulder units are selected
- Removed some legacy advice that triggered on constructing the Oak of Ages which could cause soft-locks if the player completed a Ritual of Rebirth at the same time
- We have fixed a problem which caused unresolvable Forest Encounters issues. However, this will not fix existing broken Forest Encounters. As such, we're removing the Forest Health penalty from 'unresolved encounters' so that these broken encounters will not permanently hinder campaigns
- The Wood Elf version of the Gaean Vale main settlement chain now has correct effects and unlocks the correct number of settlement slots
- The level 4 and 5 Tree Spirits building (and the level 3 version for Drycha) now grant +1 recruitment capacity for Dryads
- Orion's Lord Effects now also apply to Great Stag Knights
- Ariel's Chosen will now correctly apply its melee attack increase effects during Forest Battles
- The Stolen Power trait awarded from Drycha's quest chain now correctly grants physical resistance to Tree Spirit units
- Archaon's faction effect now correctly increases weapon strength per rank
- Wood Elf factions are now much less likely to refer to each other as traitors when they have positive diplomatic relations
- We en-baubled the Oak of Ages but the dryads ate them all
- The Lost Plateau region now correctly has a Heathland UI indicator
- Throt will no longer be forced into a Military Alliance with the Wood Elves after completing his Vortex Final Battle
- Doomfire Warlocks once again use a weaker version of Doombolt for their bound abilities
- Settra is once again Undead when on his Chariot of the Gods mount
- Coeddil, Ariel and Ghoritch now have zero upkeep, bringing them in line with other legendary heroes
- The hidden army ability used to grant siege attacker is now actually hidden. The Power of Placeholder was too great to be handed out so freely
- Fixed an issue that prevented the multiplayer leaderboards from being reset correctly. The multiplayer leaderboard has not been reset with this update
- Various localization fixes
There we fucking go
i haven't played orion in a while but from seeing his offices they felt super bland, like they are a minor blue skill point.So Orion's cavalry bonuses applying to Great Stag Knights is kind of a 'no duh', but also, I thought his offices were still shit at first, but I could see it being a pretty nuts swarm during the wild hunt. +75% income from razing (which is the WE equivalent to sacking), +20% campaign movement range, +100% post-battle loot, +120% from raiding, and all the other double unit bonuses. Could be a fun raiding party sort of thing
Happy to hear it!
The main difference is actually mostly on 2 things:Happy to hear it!
By the way, what difficulty do you all use in your campaigns? I'm thinking to jump from Hard to Very Hard, but I'm not sure what are the main differences between these difficulties. If its main difference is giving more money so the AI can make endless stacks, I think I'm good with Hard lol
Happy to hear it!
By the way, what difficulty do you all use in your campaigns? I'm thinking to jump from Hard to Very Hard, but I'm not sure what are the main differences between these difficulties. If its main difference is giving more money so the AI can make endless stacks, I think I'm good with Hard lol
Super useful thank youI did a mod for this so I can pretty much just spit numbers at you, I'm just running a find replace for player/AI, but it SHOULD still all match up.
Difficulty goes (Easy/Normal/Hard/VH/Legendary)
Campaign (Mechanical Changes)
- The AI will gain 0/0/100/250/500 passive experience per turn for all units.
- The AI's buildings are 0/-50%/-60%/-70%/-80% cheaper to construct
- The AI has a lower resistance to occupying territory (10/40/50/60/70)
- The AI can recruit units that cost 0%/30%/50%/60%/70% less
- The AI has 3/4/5/7/9 bonus replenishment for all units.
- The AI's characters have 10/10/12/14/16 bonus replenishment.
- The AI has 0/0/-10%/-15%/-20% less upkeep for all units.
- The AI suffers -30%/-50%/-60%/-70%/-80% less attrition in all territories
- The AI is immune to Horde infighting
- The AI has 2/3/4/5/6 global recruitment slots and 2/2/3/4/4 local recruitment slots
- The AI has 20/40/60/100/125 bonus growth in settlements
- The AI has 5/6/7/8/9 bonus growth for hordes
- Colonising costs 0 money (it will still consume troops)
- The AI will gain 10 influence per turn and have a 0/0/25%/50%/50% reduction in the cost of Intrigue Actions if they are playing High Elves.
- Slave rites are free for the AI on all difficulties.
- The AI generates 4/6/8/10/12 of their ritual currency per turn in the vortex campaign.
- The AI has a 60% reduction in the decline of their Slaves
- The public order penalty for slaves is reduced by 20%/30%/40%/60%/80%
- The player has a +1/0/-2/-4/-8 change to their public order.
The player also gets a negative multiplier for their units in autoresolve (-0.01/-0.05/-0.07500001/-0.1/-0.15) and the AI gets some bonus for siege equipment or something.
Campaign (AI Changes)
This one is a bit harder to explain but basically there's a list of priorities the AI will choose from to do things. Hard AI adds in two tasks that are pretty much "go and gank the player"
Battle Changes
This one is modified by the BATTLE difficulty, difficulties are laid out by Easy/Normal/Hard/Very Hard
AI gets -4/0/4/10 more morale.
Player gets 4/0/-2/-4 more morale
AI gets a 0.8/1/1.1/1.15 multiplier to Charge Bonus and Melee Attack
AI gets a 0.9/1/1.1/1.15 multiplier to Melee Defence and Melee Damage
AI gets a -10/0/10/20 bonus to missile reload speed.
So in conclusion, the AI gets cheaper buildings and units, bonus growth and experience, near immunity to all attrition, bonus recruitment slots, and just general better units.
I tend to play on VH/N but that's mostly because I want the cheevos. If I could pick whatever I want, I'd probably do Normal or Hard with Normal Battle Difficulty.
Oof, that gives me a flashback to when I was playing Shogun 2 campaigns in Hard, and the AIs decided to declare war on me in the early game for some reason. I'm never a fan of difficulty that increases the enemies' aggressiveness for the sake of being aggressive and that weakens my units. It just feels cheap. The reason I want to up the difficulty because I was watching PartyElite's videos where he played TW2 on Very Hard and it looked somewhat manageable. But after reading your impression on the difficulty, I think I'm good with Hard for the rest of the series lolThe main difference is actually mostly on 2 things:
Personally VH is and feels like a chore instead of a challenge. It basically forces/pushes you to have your armies to become mainly ranged units as your melee units will become inferior. Alongside the the agressive focus by the AI while a good idea in theory (it could make player expansion slower if the AI doesn't fight between themselves as easily) it ends up being with AI increasingly making DoW until basically you are at war with the whole map. THis effectively makes diplomacy a "money" game as you will generally want to bribe the shit out of the strongest factions until you can deal with them.
- player malus are upped quite a bit -> campaignwise it is harder to hold territory due to the PO penalty and corruption can become a really PITA to manage. Battlewise however is where the difference is really noticeable; you melee units penalty is high enough that they really become at least 1 tier less. THis heavily changes the balance as units such as that melee flankable units become much less useful; for example on VH a lion of chrace just can't compete with the output of a ranged unit. Concretely a lion of chrace will hit a clanrat unit and take a WHILE to beat them and will take quite a bit of losses. This means that you are pushed by the balance to go for ranged focused armies. Alongside this the AI gets a massive boni to leadership. IMO it is so high that clanrats now can fight evenly with a lot of units. It makes skaven and vampire coast extremely formidable opponents
- the AI will prioritize you heavily. This means that the AI will gang up on you even with neutral/slightly friendly reputation. This becomes so bad that the AI can send stacks from the other side of the world and be beaten by a local power because all their armies are on route to you.
IMO VH and legendary are basically for those that dominate or want to cheese the game mechanics. If you apply normal "historical" tactics in VH/legendary it just won't work due to what is mentioned above.
To answer your question I mostly play on Hard. Personally the malus on hard make me not be overly aggressive early game, specially because the AI can beat me if I let it fight me with numerical advantage. I'd say that i do still play normal from time to time when i want to explore some quick campaign. My main issue with normal is that i usually can win a 2 to 1 fight without severe losses (specially when using elite races) which basically means I can sometimes conquer almost 1-2 territories per turn early game which leads me to "win" in less than 100 turns.
Wow, this is really informative and detailed. Bookmarked!I did a mod for this so I can pretty much just spit numbers at you, I'm just running a find replace for player/AI, but it SHOULD still all match up.
Difficulty goes (Easy/Normal/Hard/VH/Legendary)
Campaign (Mechanical Changes)
- The AI will gain 0/0/100/250/500 passive experience per turn for all units.
- The AI's buildings are 0/-50%/-60%/-70%/-80% cheaper to construct
- The AI has a lower resistance to occupying territory (10/40/50/60/70)
- The AI can recruit units that cost 0%/30%/50%/60%/70% less
- The AI has 3/4/5/7/9 bonus replenishment for all units.
- The AI's characters have 10/10/12/14/16 bonus replenishment.
- The AI has 0/0/-10%/-15%/-20% less upkeep for all units.
- The AI suffers -30%/-50%/-60%/-70%/-80% less attrition in all territories
- The AI is immune to Horde infighting
- The AI has 2/3/4/5/6 global recruitment slots and 2/2/3/4/4 local recruitment slots
- The AI has 20/40/60/100/125 bonus growth in settlements
- The AI has 5/6/7/8/9 bonus growth for hordes
- Colonising costs 0 money (it will still consume troops)
- The AI will gain 10 influence per turn and have a 0/0/25%/50%/50% reduction in the cost of Intrigue Actions if they are playing High Elves.
- Slave rites are free for the AI on all difficulties.
- The AI generates 4/6/8/10/12 of their ritual currency per turn in the vortex campaign.
- The AI has a 60% reduction in the decline of their Slaves
- The public order penalty for slaves is reduced by 20%/30%/40%/60%/80%
- The player has a +1/0/-2/-4/-8 change to their public order.
The player also gets a negative multiplier for their units in autoresolve (-0.01/-0.05/-0.07500001/-0.1/-0.15) and the AI gets some bonus for siege equipment or something.
Campaign (AI Changes)
This one is a bit harder to explain but basically there's a list of priorities the AI will choose from to do things. Hard AI adds in two tasks that are pretty much "go and gank the player"
Battle Changes
This one is modified by the BATTLE difficulty, difficulties are laid out by Easy/Normal/Hard/Very Hard
AI gets -4/0/4/10 more morale.
Player gets 4/0/-2/-4 more morale
AI gets a 0.8/1/1.1/1.15 multiplier to Charge Bonus and Melee Attack
AI gets a 0.9/1/1.1/1.15 multiplier to Melee Defence and Melee Damage
AI gets a -10/0/10/20 bonus to missile reload speed.
So in conclusion, the AI gets cheaper buildings and units, bonus growth and experience, near immunity to all attrition, bonus recruitment slots, and just general better units.
I tend to play on VH/N but that's mostly because I want the cheevos. If I could pick whatever I want, I'd probably do Normal or Hard with Normal Battle Difficulty.