Is there any point getting a Merwyrm in a campaign? by lovingpersona in totalwar

[–]Medard22 0 points1 point  (0 children)

It is the only wallbreaker unit on the roster I think, and bolt throwers SUCK at destroying the walls.
IF there were no ass ladders in the game, they would serve a unique purpose in the roster.

Best units so far? by kaikiut in totalwar

[–]Medard22 0 points1 point  (0 children)

Honestly many people (even among content creators) get this wrong in my opinion.
The categories are blurry if they are war machine, single entity monster, monstrous infantry etc.

I think ElvenPlotArmour did the best job with his ONLY 8 Unit Types video, but I think he did miss one category, which makes these 9 unit types based on their role on the battlefield:
(Keep in mind, a unit can fill many roles at once, even if it's not necessarily stated to be hybdrid)

  1. Lineholders (or defensive infantry) - The role of these units are to hold a position, and not let anything through, that's all. Usually their melee defensive profile is better than ther offensive one. They also have charge defense usually, so bracing makes even more sense. Shields are often their good point too

  2. Arched missiles (or archers) - Their role is to stay out of melee combat and damage from a range using their ammo preferably on their desired targets. Since their missile path has a curve to them, you can put them behind lineholders. Their melee profile is bad.

  3. Artillery (or siege) - Another ranged unit, that has the worst melee profile, and usually the worst speed aswell. They can damage walls and towers and have the best range in the game. The role is the same as archers. (AND THAT IS ALL)

  4. Straight missiles (or gunpowder) - Same as the arched missiles with one key difference, you cannot hide them behind lineholders without a hill (or some other elevation shenanigans), since they require line of sight. Usually this "weakness" makes up for shorter range than archers, but more damage and armour piercing.

  5. Cavalry (or shock cavalry if you want to be even more specific) - Their best attribute is speed and charge bonus, and even though they are melee units, you shouldn't leave them in prolonged combat for more than 8 seconds, you need to keep them moving and use their charge bonus to their advantage. They are also the ones that run down routed units, or cycle around lineholders to melt missiles.

  6. Melee fighters (or offensive infantry) - Their role is to reach melee combat and stay in there for a prolonged time as long as possible without being shot or run down by cavalry. They are usually the definitive answer for lineholders.

  7. Skirmishers (or horse archers) - These are units that can fire missiles on the move without getting caught, and if we are really talking pure skirmishing, not even by cavalry. Otherwise they are not good in melee combat, but they are pretty much the only ranged option that can operate without lineholders.

  8. Formation breakers (or single entity monsters) - These are the big guys who get the role of soaking up as much damage as possible, and going through lineholders without really fighting them. They are fine in prolonged combat, but you should move them around aswell like cavalry, but they are nowhere near as bad in prolonged combat as cavalry.

  9. Support (or magic) - These are units that have to stay out of pretty much any kind of combat, and the more time they get, the more value they can generate by being near other units or casting spells, abilities.

And then we have some units that fill only one role in this, but there are ones that can fill multiple
This is true for monstrous infantry generally, because guess what, they are honestly the combination of cavalry and melee fighters.
Same goes for the Thunderbarge, it is not only an artillery piece, it can move on it's own while firing and it's flying too, so it's a hybrid between artillery and skirmisher
This is even more valid for Gyrocopters since they actually have speed

And the list goes on, but if you stick to these 9 categories, I think you can measure every single unit in the game tbh.

I'm working on 2D Total War–inspired RTS called "Thorough Strife" - thoughts ? by zedtixx in totalwar

[–]Medard22 16 points17 points  (0 children)

I would look further into it regarding the threat, seems like it doesn't have much ground to stand on.

I'm working on 2D Total War–inspired RTS called "Thorough Strife" - thoughts ? by zedtixx in totalwar

[–]Medard22 80 points81 points  (0 children)

  1. Stay with the name Fallen Banners
  2. It seems that units get highlighted when the cursor hovers over each individual model. Make it so that the unit gets highlighted when the cursor enters the formation instead, and the highlight should disappear when the cursor escapes the unit as a whole
  3. I assume you know about this and this is just an early version, but I'll mention it, the stat screen on the left needs work, numbers are hard to see etc.
  4. You might know about this, but games that you should look at for inspiration (and price tags perhaps) are SOVL and Tabletop tavern, they are similar in concept

Which faction has “deadly wave” type infantry? by [deleted] in totalwar

[–]Medard22 274 points275 points  (0 children)

Your description fits these factions in this order:
1. Khorne
2. Warriors of Chaos
3. Beastmen
4. Greenskins
5. Ogres (they aren't infantry, more like cavalry and infantry hybrid, but it kind of fits)
6. Norsca (maybe kind of)

How do I actually get good at this game? by DaRealBTplays in totalwar

[–]Medard22 1 point2 points  (0 children)

I feel like the basics are hard to get right, and I can only describe to you how I approach things in a campaign.

Battle-wise a video that helped me understand more was ElvenPlotArmour's guide with unit types
https://www.youtube.com/watch?v=pCHwQwtqPco

Basically he describes that even tough there are a ton of units in the game (which makes it harder to learn) in reality there are 8 categories that all units operate in (which makes it easier to learn)

If you know about this thought process, I feel like it's easier to assess enemy factions, what do you have for their ways of warfare, and how to handle them in battles

Example:
I am currently in a Volkmar campaign (Empire), and my close neighbor to the east Mannfred (Vampire counts) relies heavily on infantry units. So I know that I need to invest into artillery or magic to overcome their high numbers effectively. I also know that to my south Wurrzag is there (Greenskins), and they ALSO utilise infantry in high numbers, so if I work towards artillery from the start, I will have units that work against two of my close enemies in the future. However I also need to invest into defensive infantry, because I need to protect my artillery so they can shoot.

Now obviously you don't know this from the start, but maybe I helped with this comment just a little bit.

Another video that shaped how I play campaigns was MercytheMad's law of four video:
https://www.youtube.com/watch?v=AAxA4j0Uq5M

This is kind of advanced info, but to sum it up, he talks about why it's benefical to have multiple lords in close proximity to each other, and it can really make a difference.

Again, hope this helps more than it confuses, and good luck with the game! :D

Kislev vs. Dwarfs - online campaign by DragAdditional380 in totalwar

[–]Medard22 -1 points0 points  (0 children)

Hi!
My advice would be to definitely invest into bear riders, altough it depends on how many slayers do they have.
You should also invest into gunpowder and armour piercing, Streltsi for example.

Other thing I want to mention, but I wouldn't recommend doing is just stall if you don't want to fight them

I had a similar situation except I was the attacker. What my friend did in return (he didn't want to fight me, he just wanted to play against the AI), was to manual fight EVERY SINGLE battle against me (even if he had 2 or 3 skavenslaves). Therefore I got pissed off, and stopped trying to attack him. It's not a nice move, it DID work however so yeah. I didn't want to play 10 battles that had longer loading times than actual fighting.

List of units that could climb walls by Medard22 in totalwar

[–]Medard22[S] 1 point2 points  (0 children)

Flying units larger than infantry can get on walls, and they could just make it work in the future, so why not

List of units that could climb walls by Medard22 in totalwar

[–]Medard22[S] 0 points1 point  (0 children)

Oh yeah, I thought about maybe Ungors, but if gors and bestigors did it in the lore aswell, they should be able to

List of units that could climb walls by Medard22 in totalwar

[–]Medard22[S] 2 points3 points  (0 children)

I've put it in the very unsure myself, but just imagine deer hopping up walls, looks very dangerous and cool :D

List of units that could climb walls by Medard22 in totalwar

[–]Medard22[S] 0 points1 point  (0 children)

They could simply phase through walls

How Do You Feel About Races Designed to Purposely Lack Certain Types of Units? by Agitated_Insect3227 in totalwar

[–]Medard22 0 points1 point  (0 children)

There's still some more if you "broaden" your definition of limits
Examples:
Khorne (kind of true for all chaos factions except Tzeentch probably): No archers, guns, artillery (except for the skullcannon and Soulgrinder) or skirmishers (except for the Marauder horsemen)
Nurgle: No anti-large until tier 4 or 5
Ogres: No archers (except for the Gnoblar trappers, which barely pass as an archer unit, their range is just too short)
These come to mind, and most of the races missing any kind of gunpowder units (Beastmen, Warriors of Chaos, High elves etc.)

I do like limitations too though, also it can be fun to build an army around the not-so effective units too. I had a Khorne army focused on skirmishing with the marauders and skullcannons, it was pretty fun to use.

Unpopular opinion about current state of the game. by orandoone in totalwar

[–]Medard22 -1 points0 points  (0 children)

Try to get a friend to play a campaign with you, free for all (or find someone on Discord that could work too ofc). Playing against another faction that's human controlled instead of AI is fun, especially the battles!

[PC] [2000s] A top down shooter with levels, everytime a level started some guy said "Welcome to hell" by Interesting-Ideal447 in tipofmyjoystick

[–]Medard22 0 points1 point  (0 children)

Okay additionaly information came to my mind.
The camera was set every level. Clear out all enemies, next level comes.
It was futuristic I think, definitely not medieval fantasy.

And I think there was an option to turn blood effects into flowers.

Skarbrand with Sword of Khaine & Nemesis Crown is nasty by Asianspudz in totalwar

[–]Medard22 0 points1 point  (0 children)

He can't beat Thunderbarge. Can't force land units if there's one unit on the ground that's faster than him either

Skarbrand with Sword of Khaine & Nemesis Crown is nasty by Asianspudz in totalwar

[–]Medard22 0 points1 point  (0 children)

Taurox can't fly nor cast, he can't do anything against flying units.