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>be dwarves
>go south to take black crag
>orks overwhelm you from the north
>restart and go north to take mount gunbad
>orks overwhelm you from the south
Will Dwarves just be fucked until they get a buff or 3 comes out?
>>
Had same problem, go to the north through pain and tears of losing settlements or leave a small army in your main province preferably, if you're on higher difficulty and won't be able to hold settlements just desroy them, soon as you reach zhufbar there shouldn't be any more greenskins, then you can freely go to the south
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git gud
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>>266368
Is this game worth buying, I like lizardmen if that helps
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>>266368
>be dwarves
>Farm orc settlement next to your start point
>Destroy orcs no problem, no questions asked
>>
>>266875

no, any virtues it has are wiped out by the horrid technical issues. CA couldn't make a decent engine if their lives depended on it.
>>
>>266875
It's fun

The lizardmen are in total war warhammer 2 but get both games on sale if you have a decent pc to play the big campaign
>>
>>266368
Dwarves really need to just outlast for now. Generally, the skaven will eventually grow and become a threat to the greenskins and that will ease the pressure enough for you to start murdering your way south. Otherwise you can confed yourself into an empire and roll the orcs.

Biggest thing is to unite the north asap. That way you have only order factions and vamps, which you can raze to death or annex if you feel move quick enough, to your borders aside from the southern orcs. Then you can turn south and purge the greenskins.
>>
NVM I figured it out but man I had to kill a lot of orcs
>>
>>267339
I ended going up holding Gunbad and then going South. I confeded Zhukar or whatever and wiped out the vamps with the Empire. Unfortunately that one Dwarf clan north of there didn't make it and there are 2 or 3 more ork settlements to take out. The Skaven in the South are getting upity so I am pivoting towards them now.
>>
>>266368
How do you fail at the dawi? They're literally the easiest race.
>>
>>266871
I hate him so much.
>>
>>266875
Depends on your rig bro. it's a demanding game to run smoothly.
>>
>>268014
>man I had to kill a lot of orcs
That's just life as a dwarf.
>>
>nobody talking about new dlc out 3rd of December
Dead game.
>>
>>268025
That's too bad about Karak Kadrin. Ungrim is a fun LL and opens up the full slayer army. Zhufbar is probably the best possible early confed. It opens up attacking the undeads and it shores up the backline without overextending. Plus once you finish doing things north you can move south pretty effectively.
>>
>>268677
TTTHHHHHHRRRROOOOOOOTTTTTT BBBAAAABBYYYYYY

ALSO SISTERS
ALSO ARIEL
ALSO FUCKING ZOATSSSSSSSSSSSSSSS YESSSSSSSSSSSSSSSSSSSSSS
>>
>>266871
LEGENDOTOTAWOA HEA
>>
>>268677
>more knife-ears and rats
I want WH3 already
>>
>>268738
Confeding Ungrim early is usually better than Zhufbar for the very reasons you mentioned
>>
>>268677
nigga /twg/ was moving faster than most boards today, I saw like three threads reach 800+ posts.
>>
>>268189
I'm new to the game and franchise. I'm steamrolling down south now. The Empire crushes chaos whenever it spawns so I'm free to play around now. The first 80 turns or so we're just a real slog.
>>
>>268189
I thought I heard Dawi got fucked bad because of Greenskins getting buffed.
>>
>>272499
That's only at higher difficulties. But yeah, the AI orcs can actually do a lot more damage now, mainly to other AI. But on normal difficulty as dwarfs the only thing the orcs can do to you is attack an undefended location.
>>
>>268201
It doesn't need more than 30fps, because it's a strategy game. I run it on high settings with large unit scale on a FX 6300 that costs less than a PC case. Let that sink in.
>>
>>266875
you need a good computer to run it (t. 15+ minute load times)
it's a fum game overall, but very expensive. lizards have a pretty bad campaign experience overall (lackluster mechanics and horrifically bloated building spread), and a mixed battle experience. their standard play (line of saurus with big dino support and a slann lord) is ludicrously powerful and good fun, but it can get bored easily; while the lizard DLC factions are of mixed quality, the units that they add go a long way to providing the lizardmen with alternative playstyles that can really help to spice up playing them.
a short review of each start option:
>mazdamundi starts you with a slann lord, but little else unique; you start in the northernmost part of lustria. pretty ok
>kroq-gar's start is extremely linear, so your early options for enemies and expandions are very slim. however, you get big, killy battles early since those options are skaven, other lizards and tomb kings
>tictactoe (flc) buffs the shit out of flying units and has multiple expansion paths to start with, he's my favorite
>gor-rok (flc) is right smack dab in the middle of the lustriabowl, surrounded by enemies. extremely easy since you're immortal and also have lord kroak, but still braindead fun
>tehenhauin (dlc) feels like missed potential, but his playstyle of skinks with skirmishy dino support is still doable and fun. you'll run out of rats to murder fast unless you sail to the badlands
>nakai (dlc) is the most enjoyable unmodded horde in the game, but that is saying very little. he almost works as a faction, all you need to do is get a mod that buffs his income and his vassal's ability to defend itself
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>>266368
>stick around in the silver road until you get walls in its minor settlements
>push north to take mount gunbad and its province
>head back to the silver road to begin the push southwards as you build walls in mount gunbad's minor settlement
don't get intimidated by the greenskin scum, every last clansdawi is worth four of them
also, try to avoid confederating barak varr until you're ready to kill the greenskins south of it, as they serve as a useful shield against incursions from the badlands proper. once you do confederate them, however, immediately start signing trade deals - that seaport is your connection to a solid half of your early/midgame income as the dawi
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>>272978
>Let that sink in
>>
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>>272978
>>
>>266871
He's not even that good, take away all his exploits and he can't do shit.
>>
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>tfw you thought woodelves would actually get something as cool as Moulder mechanics
>>
>>266875
Lizard's are one of the coolest armies in Warhammer 2 but they not be the best choice for a beginner
>>
>>268677
there's a whole other thread dedicated to it u whiney bitch
>>
>>268741
I'm way more hype for Zaots than I have any right to be
>>
Im doing a nakai playthrough with SFO, and i had a bit of an issue and needed to restart because i pulled all of norsca against me. Is it viable to attack another faction? i dont wanna mess with bretonnia if i can
>>
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>>274178
>he wouldn't be as good if he radically changed his playstyle to something not nearly as effective
the great minds of /vst/ people
>>
>Greenskins start invading empire late game
>get rows of armour piercing gunlines
>does barely any damage to the black orc doomstacks
>only my main legendary army with huge ranged buffs can take on the endless green tide
>>
>>281176
he relies on cheese, exploits and doomstacking. If he was good he wouldn't have been btfo by the welves campaign, because he can't cheese anymore. This isn't the mark of a good player and you know it.
>>
>>266368
There is one more DLC coming. Better pray it's Dwarfs vs Dark Elves this time because this is the final time they can get a proper rework. And they need that Rune Carving mechanic.
>>
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>>276639
So damn true...
>>
>>285818
what do you even want the rune system for anyway? What do you want to make that isn't already in the game?
>>
>>281245
words are so cheap, anon
>>
>>285890
Not as cheap as Legend's exploits!
>>
>>285886
A Rune Carving mechanic that is an evolution of the Greenskins Scrap Upgrade mechanic, but more complex and versatile in this case.
It works like that:
>Go to the Anvil of Doom (since on it you can carve runes)
>You have a list of armies
>You select the army of interest and then the specific unit you want to upgrade
>The unit portrait moves to the left and to the right there is a list of runes that are divided into tiers and categories (armor runes, weapons runes, engineer runes and so on) while under the unit portrait there are three slots and under them is a forge and remove rune buttons
>You select the runes you want (but once you select the specific runes from the specific category, then you can only select those runes from that category only like once you select weapons runes then you can pick up only other weapons runes and you can't go and stack the same runes)
>You start with one slot and weaker runes, but as you upgrade the Anvil of Doom, you unlock more runes and the other two slots
>After the final upgrade you get to carve Master Runes that cost a lot of oathgold, but can be very powerful (of course every unit can have only one such rune and only of the same category as the other runes)
It would be fun to see Bolt Throwers that get Stalk, Snipe and Hawkish Precision. And in a runic-based faction led by Thorek Ironbrow it would be PERFECT. Hell, this would even change how some units function a lot.
>>
Is Grim and the Grave worth it for the units? Or Hunter and the Beast?
>>
>>285916
oh yeah, I could definitely go with more factions having the scrap mechanic

>You select the runes you want (but once you select the specific runes from the specific category, then you can only select those runes from that category only like once you select weapons runes then you can pick up only other weapons runes and you can't go and stack the same runes)
It'd probably be best to make it just 1 rune. Your rules will make it that every squad will have the weapon damage rune, the armor piercing weapon rune and the weapon rune of melee attack or maybe anti-large or some such and that just isn't that meaningful a choice to make. Just give me a rune that improves their killing ability and I'm good since that's all the other weapon runes do anyway.
>>
>>286031
Well that's how the rules on rune carving are in the lore. And even then I went a tad liberal since I didn't go with jealous runes and how in a normal situation there would be only ONE Master Rune per army. Also as I said, runes would come in three different flavors. Those that give a buff to stats, new traits or both. These would actually modify how a unit works. Also weapon runes aren't the only types of runes. Armor runes, talismanic runes, banner runes and engineering runes used on war machines. And each category has quite wide variety.





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