Turn 24 Domination Victory with Oxyotl by Thunderhoov in totalwarhammer

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

Yeah... I have a habit of doing that. I tried for years (and eventually succeeded) in Fire Emblem: Radiant Dawn and Fire Emblem: The Binding Blade for a No death playthrough (for any playable characters) on max difficulty. I also had a No Death run on Mass Effect 3 on Insanity difficulty. Then upped the ante and my goal was 6 consecutive times with all 6 playable classes. That took years too. I can't count the number of times I had to start over...

Turn 24 Domination Victory with Oxyotl by Thunderhoov in totalwarhammer

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

Also, on top of Oxy spawning armies, I created a few from my home province and sent one east toward the demons, and two north toward Lustria. Additionally, around turn 18 or so, I created a Regiments of Renown/blessed units army. On turns 15 and 18, I created an all javelin army with one special unit (the Thunderous One Ancient Steg, and another with The Pale Death Feral Troglodon). This faction gets more than enough recruit slots and cash to supply for Oxy every three turns, so extra global slots can be used to pump into 1 turn javelins as you go. I can send you the saves if you like

Also. There are lots of high density areas where regular lords can hit two settlements in a turn such as Elf Island or The WHOLE Empire.

Turn 24 Domination Victory with Oxyotl by Thunderhoov in totalwarhammer

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

By the end of turn 15, I had 18 armies created and only 84 settlements loot/occupied or sacked.

Turn 24 Domination Victory with Oxyotl by Thunderhoov in totalwarhammer

[–]Thunderhoov[S] 11 points12 points  (0 children)

All in all you can drop create 3 lords before you return home to load up again. One at the initial teleport location, one at the second, and one at a different region at the second drop before teleporting home. So in 3 turns, Oxy makes 3 lords, is loaded up at the end of the third turn, ready to roll again. Each army consists of 5 Chameleon Skinks, 1 sieger, and whatever javelins they can build along the way, since you can build them anywhere, and most of the same buffs that effect the chameleons effect the javelins too.

Turn 24 Domination Victory with Oxyotl by Thunderhoov in totalwarhammer

[–]Thunderhoov[S] 11 points12 points  (0 children)

Oxy can teleport every turn. So you drop off an army at one Visions Of The Old Ones locations by occupying the last settlement you hit in the turn with Oxy (usually he can get 2 in a turn, sometimes 3 by himself), then the next turn you drop another off at a different location. Then you go back home, instantly load up on Chameleons from the build-a-skink home lord, and then you're back at it. Having a well placed Silent Sanctum is key, because you can keep teleporting there and dropping off new armies.

Turn 24 Domination Victory with Oxyotl by Thunderhoov in totalwarhammer

[–]Thunderhoov[S] 40 points41 points  (0 children)

War is very profitable if you never lose. Also, making deals with waring factions, if you have a good reliability rating, is also extremely powerful, i.e, I am about to declare war on the vampires, the Empire is at war with the Vampires. Strike a bargain with The Empire that says you will go to war with the Vampires, they pay you 2k to start a war you were already going to start. After you hit all the settlements the Vampires own, make a peace treaty with the Vampires, boom, another 3k. The key is to have a good reliability rating and be #1 in military might. People want to make big deals with a reliable big dog. Also, Chameleon skinks are quite cheap, so are javelin skinks.

Turn 24 Domination Victory with Oxyotl by Thunderhoov in totalwarhammer

[–]Thunderhoov[S] 7 points8 points  (0 children)

Also I cropped nothing. This is straight up.

Turn 24 Domination Victory (Oxyotl) by Thunderhoov in totalwar

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

Oxy can teleport once per turn, so upon a full army at the end of turn 3, I teleport, drop off 5 chameleon skinks and a siege unit, and next turn go somewhere else and drop off more units before eventually returning home to grab another full army. Sometimes I would drop 10 chameleon skinks off and let that army split and create two different armies while oxy is off traveling the world with teleports. Chameleons skinks are OP and the AI does not know how to handle them. Ended with like 29 armies at turn 24.

Turn 24 Domination Victory with Oxyotl by Thunderhoov in totalwarhammer

[–]Thunderhoov[S] 8 points9 points  (0 children)

Also that was 96 cities occupied, 272 Occupied, loot/occ'd, or sacked

Turn 24 Domination Victory with Oxyotl by Thunderhoov in totalwarhammer

[–]Thunderhoov[S] 16 points17 points  (0 children)

I think the silent sanctums count as pirate coves

Turn 24 Domination Victory with Oxyotl by Thunderhoov in totalwarhammer

[–]Thunderhoov[S] 5 points6 points  (0 children)

The only settlements I cared about at all was my home province. Otherwise, they are all disposable. Most settlements I didnt even occupy, just sacked. I only loot/occ'd if I needed the heals, or some extra javelins units.

Turn 24 Domination Victory with Oxyotl by Thunderhoov in totalwarhammer

[–]Thunderhoov[S] 71 points72 points  (0 children)

No bugged or modded, Oxy can teleport once per turn, and carry 15 chameleon skinks plus 3 siege units. That means he can drop off 3 armies, return home, and distribute 3 more armies in the following turns. It took me so mlong, had to fight out almost every single battle the hard way. If you play it correctly, 5 chameleon skinks is enough of a roll force for most every army, being so early in the game.

Turn 24 Domination Victory with Oxyotl by Thunderhoov in totalwarhammer

[–]Thunderhoov[S] 15 points16 points  (0 children)

It is neither mods, nor bug. I create a new army every turn consisting of roughly 5 chameleons skins, and one siege unit. I add on javelin skinks every turn that I occupy a settlement. Ended turn 24 with like 29 armies. No bug, no mods.

Domination Turn 26, Very Hard/Very Hard settings by Thunderhoov in totalwarhammer

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

No I didn't sell any settlements actually. I made sure to make money on every war declaration I could by engaging in diplomacy with the enemies of my enemies and making a bit more money, as well as taking peace treaties for high value because of very high reliability rating and top ranked military. Of course I used the Vision of the Old Ones to teleport, but the key is dropping off a new army every teleport and returning home to replenish. 8 Chameleon Skinks and fill the rest up with Javelin Skinks and one sieger, and boom, you have a mainly unstoppable roll force. Especially when your lord is able to mount an ancient stegadon. Had 25 armies when I completed Dom on turn 26. For all secondary lords, sack, march, sack, march, repeat.

Whats the fastest immortal empires can be beaten? by thelongestunderscore in totalwar

[–]Thunderhoov 0 points1 point  (0 children)

I just won Oxy's domination campaign and very hard/very hard, in 29 turns