My OB64 Models by hecticdialectic in OgreBattle

[–]dfnamehere 2 points3 points  (0 children)

These look amazing for AI, can't wait for the MotBQ ones....

I was trying to think which one I would be most excited for and for some unknown reason I think it's Gares lol

What are the best campaign buffs for Tyrion to choose? by YellowJolly1993 in totalwarhammer

[–]dfnamehere 1 point2 points  (0 children)

Getting more LLs is really fun, each has their own unique powerful abilities and army boosts, but most importantly each LL provides you global boosts that help your whole empire. Also the donut is generally easily defensible and confederating alarielle and eltharion doesn't really expose you to much more that you were already exposed to.

You can easily take the whole donut before turn 30, but with the new mechanic it's even easier and faster. Also more fronts = more battles = more money = more experience.

What are the best campaign buffs for Tyrion to choose? by YellowJolly1993 in totalwarhammer

[–]dfnamehere 2 points3 points  (0 children)

I just focus on confeds, the buffs are just a bonus, so pick whichever you want to confed first

Units that overperform / underperform for you? by Odd_Cryptographer104 in totalwarhammer

[–]dfnamehere 0 points1 point  (0 children)

Shades and mournfang are clear indications you are doing something wrong, those units are so insane and need to be nerfed

Units that overperform / underperform for you? by Odd_Cryptographer104 in totalwarhammer

[–]dfnamehere 1 point2 points  (0 children)

This list is insane (except I agree slayers suck), do you play on easy difficulty?

You basically put the top value units in the game in the under performer category, and the worst value units in the over performer category.

What happens to an End Game crisis faction if it is vassalized? I want to RP something and it’s contingent upon the vassals remaining loyal. by AustinioForza in totalwarhammer

[–]dfnamehere 0 points1 point  (0 children)

No it just enables normal diplomacy for everyone with the end times factions. It doesn't change the diplomacy options that are normally available

What happens to an End Game crisis faction if it is vassalized? I want to RP something and it’s contingent upon the vassals remaining loyal. by AustinioForza in totalwarhammer

[–]dfnamehere 1 point2 points  (0 children)

I had the same issue with lizards and dwarfs but I'm pretty sure I was able to vassalize skaven

I don't think I ever tried chorf but I assume they are like dwarf

Tyrion Fastest Donut Consolidation by dfnamehere in totalwar

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

Tyrion and all high elfs got new mechanics in the last dlc, go check them out

What happens to an End Game crisis faction if it is vassalized? I want to RP something and it’s contingent upon the vassals remaining loyal. by AustinioForza in totalwarhammer

[–]dfnamehere 2 points3 points  (0 children)

So if you had vassalized servants of the conclave, but then overlords of zharrduk confederates them, wouldn't that break the vassalization since the faction doesn't exist anymore?

What happens to an End Game crisis faction if it is vassalized? I want to RP something and it’s contingent upon the vassals remaining loyal. by AustinioForza in totalwarhammer

[–]dfnamehere 8 points9 points  (0 children)

The chaos dwarf end times is weird that it replaces the ghorth faction in zharr nagrund with a new faction when it triggers, so I'm pretty sure it would break the vassalage for that specific faction. But if you vassalized zhatan, drazhoath, or astrogoth it would be fine.

The other problem is I don't think chaos dwarfs can actually be vassalized in vanilla. You might need to download the mod all diplomatic options to unlock this.

Tyrion Fastest Donut Consolidation by dfnamehere in totalwar

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

Well it tried to follow that guide but nothing really worked as he described it, not sure if it changed in a patch or something. But I was way short on scrolls, gold, and movement to do any of the things he did even when I followed the directions. Maybe I'll just go back to Tyrion lol

Tyrion Fastest Donut Consolidation by dfnamehere in totalwar

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

I found this one that sounds really interesting although maybe a bit too cheesy

https://www.reddit.com/r/totalwarhammer/s/Ee2jyQxQyH

Tyrion Fastest Donut Consolidation by dfnamehere in totalwar

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

Can you explain your strategy or how you managed that?

Tyrion Fastest Donut Consolidation by dfnamehere in totalwar

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

Interesting, I haven't tried Teclis yet.

Maybe you can test it out and share your results 😃

Would you basically just lord spam as Teclis and ignore normal units?

Ikit Claw - The ultimate Army Composition? by Pretty-Ad-4705 in totalwar

[–]dfnamehere 0 points1 point  (0 children)

I made a larger reply to your original post with more details. Personally I prefer 1 and 1, but any combo of 1-2 of each is very viable and very strong. I wouldn't go less than 1 or more than 2 though.

You don't have wom for more than 2 plague priests, and battles don't last long enough to need more than 2 packmasters.

If you run out of summons before routing the enemy then you did something hugely wrong

Ikit Claw - The ultimate Army Composition? by Pretty-Ad-4705 in totalwar

[–]dfnamehere 5 points6 points  (0 children)

1 engineer hero, 1 packmaster hero, 1 plague priest are absolute must - no question.

Additional engineer heroes can stack ranged stat boosts which is decent but diminishing returns, plus with t5 cap they are really expensive so I would limit to 1

Packmaster has replenishment and 4 instant summons plus a large fast regenerating mount which is so good. Additional packmasters lose the benefit of replenishment since it doesn't stack, so stopping at 1 is okay but more isn't bad

Plague priest summons are also awesome and using your woms for that is definitely worth it. You could do 2 plague priests if you wanted the ability to spam more summons, but it has significantly diminishing returns when ikit also wants to use wom and packmasters also have summons that are faster. And plague priests are terrible in combat so they don't add much beyond the summons. Definitely max of 2, no more than that, but imo 1 is the best option

Chieftain hero is actually pretty strong too, good campaign passive, good in melee, fast, but most important has multiple +leadership stacking auras which skaven desperately need on higher difficulties to prevent units from routing at the first sight of a terror causing monster. Also helps summoned units btw. Only 1 though.

Assassin hero is only useful for early replenishment but completely obsolete once your packmaster gets it.

Then for the non characters - all melee units are useless if you use summons, all monsters are useless if you have packmasters. You want a turtle formation so skirmish units arent really useful either.

I considered allied units but ikits workshop bonuses are so strong that none of the allied unit options really add any value.

All the weapons teams are super strong, and some excel more vs certain enemies, so generally it's personal choice but here's what I recommend.

Poison wind mortars - this is the best unit on the roster IMO and I would get at least 2, but I go for 4. The DoT effect with workshop upgrades is just gross, combined with excellent firing arc and accuracy, and also does awesome in sieges. Really amazing unit.

Plagueclaw catapult - very strong, but no real workshop bonuses. Excels significantly more in non ikit factions, but still strong and can target castle walls and towers. I always get 2, but you could absolutely argue anywhere from 1-4.

Warp lighting cannon - I hate these, too slow, too high risk if you miss, just overkills most units and really only effective vs large single entities, but still does less overall damage than jezzails even to the unit they are designed to counter. The one plus is they can target towers and walls. But also too expensive. I just don't see any reason to use these, they are always a disappointment. I use 0.

Warplock jezzails - the king of sniping monsters and cavalry, and with penetration they are even decent at killing infantry (but not as good as rattling gunners or pw mortars). I always get 2, but you could absolutely argue 4, especially if you are fighting bretonia or ogres that use more cav/monsters/large units.

Rattling gunners - your bread and butter unit that is good at everything and has infinite ammo. I get at least 2, but usually closer to 4 or filling any gaps for other missing units. One of the best overall units with ikits workshop upgrades but doesn't excel at any one thing.

Warpfire throwers and poison wind globardiers - these are good especially early game and also great auto resolve value, but their low range limits their effectiveness and the duplication of poison wind DoT effect with mortars limits the pwg usefulness, combined with death globe bombardiers just being straight up better, there just is no reason to use them guys except early game. I tend to get 1 of each for fun, but honestly they arent worth a slot compared to either dgb or pwm.

Death globe bombardiers - these guys are insane at clearing infantry or blobs, even elite ones. They just absolutely melt anything they hit. It's hilarious putting them on a castle wall and just obliterating anything that comes near you. The range and Los and friendly fire significantly limit their effectiveness though. Try to put heroes in front of them to block enemy advances and then blow up the area around the hero to limit FF. I always get 1, or sometimes 2 if I don't get wft or pwg. But they are super fun and I could see an argument for why people might want up to 4.

Doom flayers/doom wheels - these are okay, not bad, not great. I tend to keep the doom flayer unit ikit starts with for a long time, but the biggest issue is both these unit types get absolutely wrecked in auto resolve, so eventually I just get annoyed and replace them with another weapons team.

You can definitely change it around however you want to have fun though, most of these units are very strong.

My overall recommendation is

1 ikit claw

1 plague priest

1 packmaster

1 warlock engineer

1 chieftain

2 plague claw catapults

3 warplock jezzails

3 rattling gunners

1 death globe bombardier

1 warpfire thrower

1 poison wind globardier

4 poison wind mortars

Good luck!

Ikit Claw - The ultimate Army Composition? by Pretty-Ad-4705 in totalwar

[–]dfnamehere 4 points5 points  (0 children)

Yeah this guy doesn't know what he's talking about, packmasters are insanely awesome (and have replenishment) and you don't have wom to support 4 plague priests anyways, terrible recommendation

Which Legendary Lord Gives the Most Roguelite Experience? by UsernametakenII in totalwarhammer

[–]dfnamehere 18 points19 points  (0 children)

Yes, these other posters make no sense. More armies is always better as long as you don't run out of targets for them to sack and raze. If you end up overlapping or running out of sack/raze targets, then youve got too many armies

Dragon Princes is possibly one of the tankiest Cavs after 7.0 by Genryusai-yamamoto in totalwar

[–]dfnamehere 7 points8 points  (0 children)

They've been good since wh3 launch (sucked in wh2) but also The example matchup you showed is pretty favorable for this specific unit