![]() ![]() On legendary difficulty, this was felt even more because of the various additional upkeep and economic penalties.īut for Warhammer III, supply lines only increase upkeep by four percent per army, allowing players to field hordes of relatively cheap armies. ![]() The supply line upkeep increases were one percent on easy and two percent on normal, but on very hard and legendary, each new army recruited after the first army increased upkeep by 15 percent for every unit. Those who play on the lower difficulties may not notice this change. The massive supply line penalties make it very difficult to field more than four armies on the higher difficulties, taking away the option of just overwhelming the enemy with numbers, although keeping all of the armies in raiding stance for as much time as possible can mitigate attrition enough to make this a viable strategy.Īs explained by Legend of Total War, CA has greatly reduced the cost of supply lines in Total War: Warhammer III. ![]() That would be War Mammoths for Norsca or Ice Trolls for Wintertooth, adding a couple of fire mages with the Infernal Dominance trait into each army. Spamming Marauder Horsemen and Marauder Horsemen with Throwing Axes is affective against dwarfs in the early campaign, but will get shredded against guns, so while the player may have time to use them against Kraka Drak if they rush and they’re playing as Wintertooth (or WoC, which also has these units), they’re almost forced to resort to a doomstack if they want to win a campaign on very hard or legendary difficulty. Speaking of War Mammoths, it should be noted that most of Norsca’s roster does not perform very well on Very Hard battle difficulty. During The Order Tide, the AI habitually sends three or four armies after you at once and there are only two ways to deal with that: making use of lightning strike with excellent scouting and even better micromanagement (any army on its own has to be the attacker every time, never the defender), or keeping the armies close together and unchecking “control large armies” when defending, using War Mammoth spam to grind the enemy down. And Norsca can’t even build walls!Ĭonversely, players could wreck The Vampires and Dawi, but then they have the same issue with Reikland. So as soon as players finish mopping up Reikland, they turn around and find out they just gave Karaz-a-Karak 20 free cities and Thorgrim Grudgebearer is sending six stacks toward Norsca to say thank you. Norscan factions are able to capture coastal cities and certain other non-Norscan settlements, but most inland settlements have to be razed, with nothing discouraging other AI factions from quickly resettling the ruins. As long as Norsca players are careful about which factions they allow themselves to encounter and don’t attempt to confederate too quickly, they can have a very cushy early game, but it’s the late game where the Norscans start getting kicked around. Norsca has the opposite problem with Warriors of Chaos. Creative Assembly finally showed Chaos some love with the Beastmen update, introducing The Slaughterhorn Tribe and new mechanics which turned a nearly unplayable faction into arguably the best.īut as for Warriors of Chaos and Norsca, well… Two of the factions were horde factions and one faction had to play as a hoard faction without a hoard’s mobile recruitment capabilities. ![]() The forces of Chaos didn’t get a lot of love through most of Total War: Warhammer II’s lifespan. ![]()
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