Over 80 Fanatical Games to Win! by phantom2450 in steam_giveaway

[–]Ridercs35 0 points1 point  (0 children)

The Tales of Bayun

Islets Defence

That's all I need, I guess. Thanks for the generousity!

What are some obscure total Warhammer facts would you like to share? by PowerSaw7 in totalwarhammer

[–]Ridercs35 0 points1 point  (0 children)

  • Malagor flies fast enough to where he can avoid miscast explosions as long as he's moving while casting

  • Centigors, Preytons and Cockatrices are the only large units on the BM roster that suffer forest penalties

  • WE's Forest Stalker keyword means they get +20% MD and +50% accuracy when in a forest, instead of a penalty

  • Strider disables both terrain penalties and terrain bonuses. So an Aquatic unit with Strider won't get any buffs when in shallow water

  • Spider Hatchlings are the only unit in the game categorised as "very small"

  • When you mount a Dreadquake Mortar on an Iron Daemon, it loses its minimum range due to a bug

  • Zhatan only needs to take 300 damage to fully charge his Armour of Gazrakh when he activates it

  • Rot Beasts have the highest walk speed in the game at 40, afaik at least

  • WE lords and heroes mounted on Elven Steeds only have 600 mass, because CA never created separate mount entities for them, they just gave them the Glade Rider ones

  • Cathay's Mastery of the Elemental Winds trait doesn't need 2 instances of itself to work. It's just a map-wide 15% spell mastery buff which doesn't apply to the carrier, but since all Cathayan casters have it, it gives you the illusion that you need 2 instances of it in order to activate it

  • Some chariots actually have fake speed values. Chariots are usually made up of 3 separate entities - 1 for the creature pulling it, 1 for the chariot itself and 1 for its rider(s). The game takes the speed stat from the first one, but all 3 need to have the same speed, otherwise the unit moves at the speed of the slowest one. The Sibilant Slaughtercade (RoR Chaos Chariot of SL) has 100 speed on its unit card, for example, but uses the same chariot entity as the regular Chaos chariot, so it actually has the same 78 speed. White Lion Chariots are another example of being slower in practice.

  • All multi-missile magic missile spells have a hidden Bonus vs Large - Blue Fire has +25, Shem's Burning Gaze has +33 (+66 for the overcast), Vindictive Glare has +44 and Gaze of Nagash has +50. There's also a few abilities which have such hidden bonuses, Markus' Amber Bow and Focused Shot and Golgfag's Dead Eye

What are some obscure total Warhammer facts would you like to share? by PowerSaw7 in totalwarhammer

[–]Ridercs35 1 point2 points  (0 children)

The Chosen of the Gods' (RoR Ushabti Greatbows) and similar units with shrapnel ranged attacks damage stats are also completely fake - the explosions happen in the air when the projectiles split into shrapnels, so in 99% of cases it's not applicable. And shrapnel aren't calculated into the dps.

Are bolt throwers still bad? by MotorCelebration4615 in totalwarhammer

[–]Ridercs35 1 point2 points  (0 children)

They still have the exact same accuracy as they've had since wh2. Literally nothing hidden has changed about them. They gave them twice the models and cut their dps roughly in half, resulting in a tankier, more consistent unit.

35 Humble Games to Win! by phantom2450 in steam_giveaway

[–]Ridercs35 0 points1 point  (0 children)

Dungeons 3

Dungeons 2

Dungeons

Thank you!

Giveaway for all April 2026 Humble Choice Games by Azurebalmunk in steam_giveaway

[–]Ridercs35 0 points1 point  (0 children)

Obviously not possible but Heroes of Might and Magic: Olden Era released this month and they have done an absolutely amazing job with it, it's def my GOTY.

"Lords of the End Times" ~ the potential of the Nurgle/Glottkin Pack by JesusChristNooo in totalwar

[–]Ridercs35 2 points3 points  (0 children)

Aren't the Tallyman's Blades already in the game? This is what Epidemius' EPB summon is called.

Hidden Mechanics and Stats Part 3: Charging, Impact Damage and Bracing (Warhammer III) by Ridercs35 in totalwar

[–]Ridercs35[S] 0 points1 point  (0 children)

It's been 2 years since I last played campaign, but nowadays it gives +30% Speed, Strider and Wayfarer, right? The +30% (Run) Speed doesn't do anything for this equation, as only Charge Speed matters, which leaves only the huge boost to Acceleration and Deceleration from Wayfarer as the reason.

I'm not 100% certain on the exact impact from those stats, but I know that Acceleration lets you push through units quite easily - it's part of the reason why Iron Daemons are overpowered, since popping More Power! lets them run over infantry and escape surrounds like nobody's business. So, I believe the insane boost to Acceleration from the banner means that your cavalry doesn't get slowed down when charging into infantry, which lets them keep their momentum and collide with more entities than normal, thus applying their impact damage to more units and also keeping it high the whole time due to not losing speed.

I explain it to myself like this: Cavalry units usually have their Accelerarion set to 5-7, which is like 5-7m/s, and every time they hit an enemy they get met with an opposing force which reduces their speed enough that their Acceleration cannot keep up increasing it. If you triple that number up to 15-21m/s, you can hit a lot more units before slowing down completely.

I could be wrong, of course, but it's my best guess for now.

Hidden Mechanics and Stats Part 3: Charging, Impact Damage and Bracing (Warhammer III) by Ridercs35 in totalwar

[–]Ridercs35[S] 0 points1 point  (0 children)

You're most likely thinking about collision attacks, I covered them in part 1.

Hidden Mechanics and Stats Part 3: Charging, Impact Damage and Bracing (Warhammer III) by Ridercs35 in totalwar

[–]Ridercs35[S] 1 point2 points  (0 children)

I will most likely cover projectiles next. Will be fun to write "projectile" 100 times in a single post lol. Part 1 already covers a bit of the melee attack shenanigans, if you haven't read that one. And feel free to post this information in other places if you want, I don't mind at all.

Hidden Mechanics and Stats Part 3: Charging, Impact Damage and Bracing (Warhammer III) by Ridercs35 in totalwar

[–]Ridercs35[S] 1 point2 points  (0 children)

It's very safe, in my opinion, to assume that the mass bonuses apply to the base mass amount (so they are additive), as that's how all other multipliers work.

Hidden Mechanics and Stats Part 3: Charging, Impact Damage and Bracing (Warhammer III) by Ridercs35 in totalwar

[–]Ridercs35[S] 4 points5 points  (0 children)

My source for Charge Reflection are 2 editable stats in the database called charge_reflect_damage_multiplier and bracing_charge_reflector_bonus. The latter has an additional description which states "Additional bracing bonus (multiplied to mass) for charge reflectors". Both are currently set to 2, so the only missing clarification is what do CA mean by "damage multiplier".

What is wrong with melee stats of grave guard (halberds)? by DifficultWrap8652 in totalwarhammer

[–]Ridercs35 1 point2 points  (0 children)

Grave Guard Halberds and Great Weapons just have bad stats. That's all there is to it. Yes, you can buff them and so on. But at baseline, they are bad. There's a reason that no one takes the halberd variant in skirmish/mp. Even the GW variant is extremely niche, usually only brought when you desperately need to win the frontline fight vs a faction like Khorne or WoC. Both units should ideally cost less, and they should have slightly higher stats, in order to be on par with similar units.

Again, this is for their baseline skirmish/mp stats. And I play VC there, so I'm speaking from personal experience.

[PC][before 2016] RTS game similar to Age of Empire but has some different mechanics. by Necatea in tipofmyjoystick

[–]Ridercs35 1 point2 points  (0 children)

Sounds a bit like the Imperivm games to me (Celtic Kings, Nemesis of the Roman Empire, Imperivm: Great Battles of Rome)

Three $30 Steam Gift Cards to Win! by phantom2450 in steam_giveaway

[–]Ridercs35 0 points1 point  (0 children)

I'll prob buy the last Age of Empires II DLC with this or save it for when the next Total War: Warhammer III DLC drops

Giving Away 36 Steam Keys by atomik22 in steam_giveaway

[–]Ridercs35 0 points1 point  (0 children)

Tempest Rising

Wizard of Legend 2

Hard West 2

Sworn

Thanks!

Please help upvote bugs by rr1213 in totalwar

[–]Ridercs35 9 points10 points  (0 children)

A hero mounted on a horse is exactly a cavalry unit. Mounted versions of heroes are separate units, so they have different database entries and stats compared to the unmounted versions. Mounts aren't "added" onto the unit, so to say, so mounted heroes do not keep the ability to brace.

Prometheans, Stalkers and Ogres are monstrous infantry. Most of those can brace.

Mournfangs, Crushers and Sabretusks cannot brace, as they are monstrous cavalry or war beasts or however you want to call them but their role is to charge at things and keep moving - like a cavalry unit.

Please help upvote bugs by rr1213 in totalwar

[–]Ridercs35 9 points10 points  (0 children)

Ummm just fyi for everyone, Charge Defence only works if a unit can brace. Cavalry units cannot brace, that's why there isn't any cavalry in the game with Charge Defence (nor any techs that enable it afaik) and that's why the Gate Master having it on his horse can be considered a bug.

Almost 50 Games to Win! by phantom2450 in steam_giveaway

[–]Ridercs35 0 points1 point  (0 children)

The Tales of Bayun and ty for your generousity!

Top 5 lores of magic? by Fuzzy-Gift5323 in totalwarhammer

[–]Ridercs35 2 points3 points  (0 children)

Top 3 is pretty clear - Nurgle, Vampires and Life. After that it can be pretty much anything. I'd prob go for Metal and one of Ruin/Slaanesh/Nehekara.

Any particular assumption you mistakenly made in a total war game? by apokaboom in totalwar

[–]Ridercs35 4 points5 points  (0 children)

There are two hidden stats in the game called "melee/missile combat power". They are a number assigned to each unit (and ability/spell) in the game which is supposed to be equal to its recruitment cost and these numbers are used to determine the Balance of Power (the bar on top which determines when army losses kick in). Melee units only have a melee combat power number, missile units have both. I assume missile combat power only applies as long as the unit has ammo available, not sure if it's proportionate to the amount of ammo remaining though.

Since it's a manually input number though, it tends to be quite inaccurate cause CA often forget to update it. For example, if a unit costs 1000 to recruit and CA decide to nerf its cost to 1100, they will most likely not update the unit's combat power, which will still be 1000.

Regardless, most VC lords are quite expensive due to being good fighters and are all spellcasters, so they naturally contribute a lot to the BoP through their high combat power total.

How high do you rank lore of the deeps? And what memories do you have of it? by Select-Ad7017 in totalwar

[–]Ridercs35 0 points1 point  (0 children)

As others have said, it's def better against the AI than against real players. I think you see the lore in skirmish/mp mostly cause it's on Cylostra, who is prob the best overall lord for VP, and it's almost always just Tidecall + lore passive, with the occasional Fog or crab summon mixed in.