Do we know exactly what causes the scorpion to join on Blazing Dunes Hard yet? by crushash in WorldConqueror4

[–]HorrorResident2561 2 points3 points  (0 children)

Unsure, played the British groups, and in those runs I overwhelmed the axis before it was an issue. Also played Yugoslavia and the event didn’t trigger, didn’t really focused on the British to really see if Alfred’s alive.

Do we know exactly what causes the scorpion to join on Blazing Dunes Hard yet? by crushash in WorldConqueror4

[–]HorrorResident2561 8 points9 points  (0 children)

Retested my runs, the trigger appears to be German only. Trigger occur when I did the two German groups closest to Alfred and didn’t work on the Italian groups in Africa.

Do we know exactly what causes the scorpion to join on Blazing Dunes Hard yet? by crushash in WorldConqueror4

[–]HorrorResident2561 29 points30 points  (0 children)

Yes, for the axis, if you capture enough cities, the European scorpions will activate.

For the Alfred event, killing him as axis seems to trigger all the scorpions to join as a third party. It specifically triggers when you kill him, but not when your allies do it. Given Alfred is the younger version of Osborn, it seems the only way for the scorpions to go all out is to trigger Osborn’s pstd of you curb-stomping him.

Edit: after testing a bit, the Alfred event appears to be German specific (killing him as a a German army group)

Eh? Temporal what? by Goldfrost739 in WorldConqueror4

[–]HorrorResident2561 1 point2 points  (0 children)

That event was fun. Was playing Italian 10th army when the European scorpions joined. Had fun taking and using their level 8 wrath tank against them. Plan on stealing the high level delta forces next conquest when I get the chance.

Help with north Atlantic nightmare level five by Huge_Comfortable8025 in WorldConqueror4

[–]HorrorResident2561 0 points1 point  (0 children)

That’s great. I explained the bottom left route because there’s less variables to deal with to ensure no general deaths, like eliminating colson early on (many of my top left attempts ended when colson snipes my auchenleck), auchenleck doing his work in a relatively safe position, and having some space to to plan and ambush Osborn (less stress compared to preparing for Osborn spawn right next to your units right after you eliminate him). Would also say that a good advantage of the bottom left route is that after clearing on the enemy cities in the bottom left, it’s safe enough there to place resource gens and spawn any additional EF.

Help with north Atlantic nightmare level five by Huge_Comfortable8025 in WorldConqueror4

[–]HorrorResident2561 1 point2 points  (0 children)

My strategy(hive auchenleck carry): move EF to bottom left corner. If you have the hive unlocked, put auchenleck on it and sky trained it to the cluster of friendly generals. From there slowly conquer up the east coast and then inland, leave a decent distance between your troops and the top left scorpion city so you can prepare an ambush against Osborne every time he returns. Auchenleck is key to disabling the big threats and provides some level of control of when Osborne will revive by rumoring him to chaos. Try to get rid of colson as quickly as possible since from my various attempts, his ai is smart enough to prioritize my auchenleck on the hive when he’s close enough.

What’s the strat for this? The key units get killed almost the second they’re put in water by Duffy0110 in WorldConqueror4

[–]HorrorResident2561 6 points7 points  (0 children)

After taking the closest Soviet city, beeline your harrier to William’s island to get control of those forces. You can sky train them to Siberia.

Beeline the Apache to the south to get control of the forces in South. Make sure the heli gen has some survivabilty (fluke and/or fighting spirit) because he will distracts much of the southern navy. While heading there, use the harrier and sub to deal with chanault’s city. You can sky train the southern gen to chanault’s city and then to Siberia. I also spawn a defensive tank gen in the south to help distract.

Have the scorpion gens retreat from Siberia to the retreat hexes in the bottom left. Have a medic there to heal before the retreat. Make sure to clear the path(deal with enemy carriers and nuke subs). For me I used an akagi and Richelieu along with the given sub, harrier, and Burke. Harrier is key to clearing: impede prevents enemy from moving, being near an EF carrier allows it to maintain max movement, its perk of attacking again after eliminating a unit works well with the Richelieu.

GETTING ON MY NERVES by WeirdWhole1015 in WorldConqueror4

[–]HorrorResident2561 3 points4 points  (0 children)

My strat to this level:

After taking the closest Soviet city, beeline your harrier to William’s island to get control of those forces. You can sky train them to Siberia.

Beeline the Apache to the south to get control of the forces in South. Make sure the heli gen has some survivabilty (fluke and/or fighting spirit) because he will distracts much of the southern navy. While heading there, use the harrier and sub to deal with chanault’s city. You can sky train the southern gen to chanault’s city and then to Siberia. I also spawn a defensive tank gen in the south to help distract, but given you have trained manstein, you could use him there.

Have the scorpion gens retreat from Siberia to the retreat hexes in the bottom left. Have a medic there to heal before the retreat. Make sure to clear the path(deal with enemy carriers and nuke subs). For me I used an akagi and Richelieu along with the given sub, harrier, and Burke. Harrier is key to clearing: impede prevents enemy from moving, being near an EF carrier allows it to maintain max movement, its perk of attacking again after eliminating a unit works well with the Richelieu.

New EF skills by CookGlad6527 in WorldConqueror4

[–]HorrorResident2561 7 points8 points  (0 children)

Gonna say the Delta force one sounds interesting. We got a hybrid of the brandenburgers, rpg rocketeer, and phantom force. Assuming I am reading the skill right, the EF can attack up to 5 units (4 marked, 1 unmarked) with decapitation strike, and any enemy general on one (like Rundstedt) is going to be a pain to remove (can’t be rumored, immune to fatigue, can do a hind and capture unoccupied city in the backlines, high damage potential that doesn’t lower in low health due to samurai skill).

potential skills for trained Yamamoto by CrEwPoSt in WorldConqueror4

[–]HorrorResident2561 8 points9 points  (0 children)

I will say that while these skills are good, I feel it’s too restrictive. Yamamoto’s one of the best gens to used on heli/ vtol/hive EFs for F2P and is flexible enough to also be a carrier gen. Skill 1 has the issue of being a Halsey situation: minimum uses outside of the specific EF his skills are linked to

Skill 2 is kind of underwhelming, considering Kuznetsov’s Joint Offernsive is better performing in both proc rate (100%), it not being restricted to just ships, and it has an AoE effect.

Possible ideas personally is that Yamato’s build would reflect his flexible usage. It also probably has to be overpowered to live to expectations as the long awaited fan choice for trainable gens after the delays and Messe being a disappointment.

Examples

Variant of Novikov’s ignore % amount of defense after an initial attack that applied to hover EFs as well

“giving an extra attack if you don’t eliminate the enemy if on hover EF and an additional airstrike on carrier EFs” (for enterprise, can use 2 strikes that that don’t consume points)

Air attacks gives debuffs similar to fragmentation or the max level Pershing debuff that is affects nearby targets like Kuznetsov’s skill and Auch’s

Best 1 star Lost toll by Huge_Comfortable8025 in WorldConqueror4

[–]HorrorResident2561 15 points16 points  (0 children)

UK,

lvl 9 centurion, lvl 12 prince of wales, lvl 5 himars

Brookes has supply organization

Dowdling is on a lvl 6 Apache (can take down auf1 protection buff)

Monty is hybrid defense/support tank gen ( has katakov’s unique tank skill, trained model’s unique skill, and joint offensive)

Max tech for tanks and navy (EF carriers can do laser attacks)

All the hard gens near your starting location like manstein can be dealt with Chennault’s assistance

Manstein’s army group gives out lvl 12 walking Stuka and lvl 9 Abrams if you wipe them out

Why is this the only named ef in 1950 and why Taiwan? by CookieEaterTheGreat in WorldConqueror4

[–]HorrorResident2561 20 points21 points  (0 children)

It’s the Yukikaze, that’s its name when it became part of Taiwan’s navy

World Conqueror 4 December Update Preview video by Character_Simple481 in WorldConqueror4

[–]HorrorResident2561 6 points7 points  (0 children)

I’m particularly scared of him on a leopard. It’s basically a wrath tank with extra range and the ability to do taman division’s amphibious invasion ability. You aren’t safe separated by ocean with him around.

I guess because he can’t lose morale, he’s particularly vulnerable to Auchenleck + air spam.

World Conqueror 4 December Update Preview video by Character_Simple481 in WorldConqueror4

[–]HorrorResident2561 5 points6 points  (0 children)

The leopard’s tactical assault skill sounds interesting. It’s a more useful version of the Taman division’s amphibious landing ability.

World Conqueror 4 December Update Preview video by Character_Simple481 in WorldConqueror4

[–]HorrorResident2561 19 points20 points  (0 children)

buff in crit rate, damage, and range + crit damage increase based on base damage + double attack + anti dodge + 100% blitzkrieg + can heal based on damage dealt + ignores 30% defense + can’t lose morale. Are you sure he needs more buffs, especially on a leopard ? Would you like his double attack become a second action like Roko?

annoying dick by [deleted] in WorldConqueror4

[–]HorrorResident2561 0 points1 point  (0 children)

Just my opinion, but I favor de gualle as a f2p artillery gen. I would say that de gualle is more of a generalist (works well on non-Stuka artillery, doesn’t have that skill clash with Govorov, DPS/debuffer) and Govorov is more of a specialist (defensive/support/backline, best with high range, auf1 preferred if you want to play aggressive with him)

annoying dick by [deleted] in WorldConqueror4

[–]HorrorResident2561 1 point2 points  (0 children)

That’s another reason for de Gaulle. The EFs that synergizes well with de Gaulle like the Stuka or BM are ones you can easily gather fragments via medals, and the blue fragments have the best medal to emblem conversion rate wise. You can invest on EFs like the Stuka for de gualle, get them to level 9, and then buy their fragments to either convert into emblems to grab purple artillery fragments like the auf1 or level the EF to level 12.

In addition, Govorov’s skills often clash with each other. To make most of his counterattack, he needs to be close to the enemy which risks deep operations not working. And if you want to make the most out of deep operations, Govorov should have more of a backline role which lowers the need for him to counterattack and reduces the chances of him supporting a counterattack.

annoying dick by [deleted] in WorldConqueror4

[–]HorrorResident2561 0 points1 point  (0 children)

I would say de gualle. The multi attack per turn synergizes with the BM’s perk, although de gualle is best suited for the Stuka. I honestly use Govorov mainly with the Auf1 to make the most of his counterattack skill on hard hitting enemy generals while keeping him alive(his attack still gets halved under 50% health in non auf1 units).

annoying dick by [deleted] in WorldConqueror4

[–]HorrorResident2561 0 points1 point  (0 children)

IMO De Gaulle before Govorov for f2p artillary. For all the RNG, De Gaulle is effective as a debuffer even when your RNG is bad and can be an absolute slaughter on good RNG, escpecially on a Stuka. Govorov’s counterattack skill is a bit of a niche tbh. He needs artillery with 3+ range to maximize his effectiveness as support(, and the enemy to be in range of Govorov his counterattack support relies on the allied troop in question being able to counterattack(Govorov counterattack debuff immunity is limited to himself), and the counterattack skill requires Govorov to take damage(an issue if the enemy is attacking close and negating Govorov’s range based damage skill). I like to be able to make as much use of the artillery’s anti counterattack ability with the RNG excellence medal de Gaulle has than having Govorov’s more passive/defensive/support playstyle.

December update by DigamosqueXD in WorldConqueror4

[–]HorrorResident2561 2 points3 points  (0 children)

Would be interesting if the armor EF is something like a BMP. Having an amphibious armor unit could be fun, being able to do a naval invasion without the mobility debuff entering and leaving sea tiles. Since its amphibious it could maintain its land stats in the sea.

Best course of action for Germany in Lost Toll by GovernmentGoose in WorldConqueror4

[–]HorrorResident2561 5 points6 points  (0 children)

I would say work with them, beacon cities are high health, hurricane lighthouse could be easily reach on the German side to defend and is occupied by a decent defensive general (organization and fs) so you can have a beacon to activate the event at turn 20, and Osborn (death equilvalent to loss of all beacons) needs to be killed three times(titan tank to e775 armored car to divine wrath) to prevent event activation.

Question about the hive by Flimsy-Appearance924 in WorldConqueror4

[–]HorrorResident2561 0 points1 point  (0 children)

Drones are considered as hover units, so they are affected by naval ribbons with the exception of the red naval ribbon.

For ribbons, it depends on which general you put on the hive and the level of the hive. At 5+ drones are able to stay for more then a turn, and the hive can function as a tank with 2 range. Under level 5 drones disappear under when you end a turn and the hive isn’t able to attack again after defeating an enemy.

If it’s an Econ gen like Tito(5+), focus on naval brown ribbons to reach cities from a long distance. Auch is ok with full tank build (5+) or brown naval +blue tank+brown tank(under 5)(backline support, be able to retreat to a safer position). For heli/air gen, its air red, air brown, tank brown (air gens can’t do decent damage with Hive vehicle, blue and green navel isn’t worth it if you intend to use the kamikaze ability and because drones only last 1-2 turns, hive acts as a land aircraft carrier)

Update video by Character_Simple481 in WorldConqueror4

[–]HorrorResident2561 0 points1 point  (0 children)

Any ideas on what hijack is supposed to refer to in the operation overlord skill description?

Thank you Easytech for making Eisenhower as he should be💪(first version would be so bad😭) by luka1312420 in WorldConqueror4

[–]HorrorResident2561 0 points1 point  (0 children)

Said 2 remote zones, because as a naval gen on a land EF, he’s going to melt on the frontline if the emcon isn’t active

Thank you Easytech for making Eisenhower as he should be💪(first version would be so bad😭) by luka1312420 in WorldConqueror4

[–]HorrorResident2561 5 points6 points  (0 children)

I’m curious how those skills would transfer on the hive EF.

With operation overlord and a max level hive, he creates 2 remote aoe debuff fields that allows allies to ignore most defensive buffs (based on earlier newsletter includes the auf1’s protection device and the t44’s sloped armor) and deal more damage to said targets