/r/totalwar

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A subreddit for the Total War strategy game series, made by Creative Assembly.

Discussions, strategies, stories, crude cave-drawings, and more for Medieval 2, Empire, Shogun 2, Rome 2, Attila, Thrones of Britannia, Warhammer, Three Kingdoms, Troy, Pharaoh and others.

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/r/totalwar

428,441 Subscribers

1

MTW2 HOTSEAT VM/CLOUD game?

Got a group of buddies that are down to play a mtw2 hotseat campaign, but were scattered across the country. Now we could send the save file back and forth via email/discord dump but the AI dosnt really calculate/trigger events when doing that. Was wondering if anyine has ever played a campaign that is hosted out in the cloud somewhere, was the experience playable?

0 Comments
2024/09/16
18:34 UTC

4

Idea for a campaign mechanic: Rivalry Defeat Traits

With the addition of Unusual Locations CA showed interest in adding universal campaign mechanics and asked for feedback in this matter. My idea is to expand on the system of Legendary Lord Defeat Traits and add unique ones for rivalries from the lore. For example, killing Belakor as Tiktaqtoe can provide him a trait that grants an additional use of his Drop Rocks ability, as a nod to the White Dwarf story about them. Killing Archaon as Belakor can provide a powerful factionwide buff to symbolize him reclaiming his seat as the true Everchosen. Killing anyone from the 8 peak trio as anyone from the 8 peak trio could provide powerful effects and bonus/minus diplomatic relations with the opposite and same factions, and so on and so forth.

The rewards don't have to be just traits, they can be unique items, ancillaries or abilities. For example, defeating Volkmar as Belakor could provide a powerful unique banner as a nod to the Storm of Chaos storyline, or maybe add back Sniktch's demonic possession ability from WH2 if he manages to defeat Malus.

I think that adding these mini campaign goals will add a lot of flavour to the sandboxy element of the game. CA already sort of did this with Surtha Ek and Settra, so why not with more LLs?

0 Comments
2024/09/16
18:26 UTC

2

(Attila) Famous settlement modifiers

I recently started an Ostrogoth campaign where I migrated to Rome and made it my capital. What I only now noticed was that the settlement of Rome has a flavor modifier that gives you a small bonus to culture building income in the province. Do other settlements have similar modifiers I don’t know of?

0 Comments
2024/09/16
17:56 UTC

5

Markus Wulfhart - DLC Units?

I'm curious to try a Wulfhart campaign as I've never done it, does he get access to the new DLC units that were released with the latest DLC? I don't see them under the Imperial Supplies tab in his campaign but wondered if maybe I unlock them later on

5 Comments
2024/09/16
17:38 UTC

2

Warhammer 3 PC Campaign Loading Help!

Hey all,

I've recently upgraded my PC, but it feels like loading Warhammer 3 Total War campaigns got even slower. I'm literally in the process of loading a test Krok-gar campaign, and it's been loading for 10-15 minutes already, no way is this normal... No mods, default game.

Can someone that better understands computer hardware help me out?

RECOMMENDED SPECSFOR W3TW:

  • OS: Windows 10 64-bit

  • Processor: Intel i5/Ryzen 5 series

  • Memory: 8 GB RAM

  • Graphics: Nvidia GeForce GTX 1660 Ti/AMD RX 5600-XT/Intel Arc A750

  • DirectX: Version 11

  • Storage: 120 GB available space

  • Additional Notes: 8GB Memory if using integrated GPU.

MY SPECS:

  • OS: Microsoft Windows 10 Pro
  • Processor: Intel(R) Core(TM) i7-8700K CPU @ 3.70GHz, 3701 Mhz, 6 Core(s), 12 Logical Processor(s)
  • RAM: 64GB DDR4 (4x16GB)
  • Motherboard: Asus PRIME Z370-A
  • DirectX: Version 12
  • Video Card: Nvidia GeForce RTX 4070 TI
  • Not sure if there's anything else that matters

The game (and Steam) is installed on my SSD, I've tested the PC on UserBenchmark and everything checks out. I've also slightly overclocked my GPU (different fan speed times, upped the core clock to +200MHz and memory clock +100MHz), as per UserBenchmarks YT video.

I've exhausted all my friend's advice - please help!

3 Comments
2024/09/16
16:32 UTC

1

Shogun 2 mod limit ?

I think shogun 2 has some limit, after I pass limit, I cant add any other mod or game crashes, I test it and it is not about compatibility.

Question is, how do I pass mod limit ?

0 Comments
2024/09/16
16:14 UTC

11

he did that for 30 rounds now

4 Comments
2024/09/16
16:12 UTC

2

Campaign difficulty

So Warhammer 3 is the first TW that i played since rome 2, and is it me or the campaign it's harder 10x even on normal? Like i was trying the chaos realms with cathay and had to restart twice because of khorne, with the other factions that i tried my enemies had 2/3 full armies by turn 6. Then i tried IE with Karl, the empire was fucked by turn 4, heinrich himmler, festus, the goblin and that beastmen destroyed 2/3 electors, i tried to stop them and was ready to attack and the dude in silvanya pulled up on me. So I'm a noob? Or it's an harder title?

9 Comments
2024/09/16
16:09 UTC

0

Since when is this a thing?

21 Comments
2024/09/16
16:06 UTC

59

Siege battles are a torture

I can't with this anymore, it is a real torture to play a siege battle. 20 minutes of losing troops for free. How many times do i have to click the units in order they understand my commands?. The door is open by the IA because yes, troops get trapped inside, troops can't climb walls, they stay there recieving missile damage for free. When the door is destroyed, it is not a priority, the troops climb....now?....after 50 clicks and they didn't climb, now they do when the door is open?, really?

Some troops climbs, others don't, who knows why....

Troops going for a climb when the door is destroyed...

Unbearable, where is the hotfix for this?, when?...every patch makes the siege battle even worse. I am really tired of this, i don't want to put 2-3 stacks near a settlement with walls to autoresolve in order to avoid this, i want to play. If i want to autoresolve every battle i would play Civilization.

57 Comments
2024/09/16
16:03 UTC

27

How do you use Zombie units effectively?

So I’m extremely new to Total War hammer I picked up total war hammer 3 a couple of months ago and put it down because I kept getting wrecked. Recently I decided to pick it back up and started playing as the vampire counts.

I have a bunch of Zombie units and I have no idea how to effectively use them I know there has to be something to it because they seem like you’re supposed to design your army around them? But I’m not sure I’m at war with some high elves right now and I’m getting destroyed. Please help lol

50 Comments
2024/09/16
15:19 UTC

3

Ecstatic Legions Realms of Chaos BUG?

When I am playing as the ecstatic legion capturing of the Wei Jin settlement does not trigger the Dark Architecture mission being completed. I lost 5000 favour because of it. Am I doing somethign wrong? the game says build another dark fortress and I do it after I capture wei jin but the quest does not go away until I capture dark fortress sites other than wei jin. Is this a bug?

0 Comments
2024/09/16
14:51 UTC

9

Loreful armies?

I am an absolute sucker for rp and loreful armies.

What are your favorites? Either an army you used to roll with on tabletop, or just one that makes sense in lore

17 Comments
2024/09/16
14:24 UTC

270

That's not Grimgor, game.

20 Comments
2024/09/16
14:09 UTC

0

How to pass down retinue in M2TW Mobile?

i have played on pc for many years now and i just recently got into its mobile port, but i have a hard time at figuring out on how to pass retinue of a character to another character

0 Comments
2024/09/16
13:42 UTC

1

Not directly game related but what monitor you using warhammer 3?

I have Geforce RTX 4060 graphics card but the game looks like shite cos I'm playing it through an old telly. What specs would you recommend for buying monitor?

11 Comments
2024/09/16
13:40 UTC

6

Tankiest unit in Shogun 2 & Rome 2

Greetings, Shogun 2 and Rome 2 are my favorite Total War games so I would like to know which are the tankiest units for both games according to your experience please

14 Comments
2024/09/16
12:40 UTC

5

Looking for multiplayer coop partners

Haoy!

I have thousands of hours of TW:WH on my back, but I would love to try play coop with someone ... let's say 1 time a week as a start?

I'm looking for someone to play with :)

I'm based in UK and would be on to play from 6pm to about 10/11pm.

I own all dlc but norsca and played most LL at least once. My favourites are Skavens :)

2 Comments
2024/09/16
11:06 UTC

2

Is there a mod to make units for all armies smaller?

I was wondering if I could make the total unit size smaller like in a coop campaign but for single player. If not and I have to play around with the files, does altering the amount in files also the changes the enemies max and does it work in campaign?

6 Comments
2024/09/16
09:58 UTC

23

Just buy the game last night without any dlc.

I am not a beginner to total war but this will be my first time playing a warhammer game. Should i start with realms of chaos or immortal empires. I heard bad things about realms of chaos but with zero dlc thats the campaign i have most factions unlocked for. Chaos dimensions look cool but i am not sure about how replayable they are. Also i think realms of chaos is a little smaller as a map and this is actually not a bad thing for me(I love the small campaign map of shogun 2.)

40 Comments
2024/09/16
09:41 UTC

949

Day 101 of drawing until Nagash DLC comes out.

15 Comments
2024/09/16
08:27 UTC

3

Weekly Question and Answer Thread - /r/TotalWar

Welcome to our weekly Q&A thread. Feel free to ask any of your Total War related questions here, especially the ones that may not warrant their own thread. There are no stupid questions so don't hesitate to post.

-Useful Resources-

Official Discord - Our Discord Community may be able to help if you don't get a solid answer in this thread.

Total War Wiki - The official TW Wiki is a great compilation of stats, updates, and news.

KamachoThunderbus' Spell Stat Cheat Sheet - An excellent piece of documentation that thoroughly explains the ins and outs of the Total War: Warhammer 2 magic system.

A guide to buildings and economy in Three Kingdoms- Wonderful guide by Armond436. Having trouble getting your 3k economy up and running? Look no further!

3 Comments
2024/09/16
08:00 UTC

5

Noob here, just downloaded Shogun 2 from Steam, stuck in V 1.1.0. wont update, is this correct?

Any help is appreciated.

3 Comments
2024/09/16
03:55 UTC

139

Total War: Warhammer III's Chariots Need a Serious Rethink

(Be warned: this is quite long, so if you are inclined feel free to skip to the end for the tl;dr summary, my findings and recommendations for changes.)

Hey, CA - heard you were looking for customer feedback!

I've been quite critical of the way Chariots have been modeled since all the way back in Warhammer I. The recent arrival of the Pharoah games had given me cause to reexamine TW:WH chariots, how they work/don't work, and to boil down my thoughts on how they could be better into a cohesive argument for anybody that might be interested. I'm even thinking about looking into doing a simple unit mod, though I haven't dabbled in TW modding since Medieval 2, so I'd be curious to see what peoples' opinions are on the subject. To help me navigate this topic, I have conducted a number of casual tests pitting chariots against a mass of low-level melee infantry to give me a rough idea of different units' comparative performances against an ideal target, so I can figure out what works well - and what works not so well - with the current chariot units with an eye toward how we can improve the user experience.

The Issue

My initial impression of TW:WH chariots is that they are adequate for purpose, but tend to be unsatisfying both to fight with and to fight against. What do I mean by this? Well, to start we need to ask "what is the purpose of Chariots" in TW faction rosters? (...other than being cool looking and stylishly anachronistic.) What do we expect this unit to do on the field? My answer to this is they are specialized Anti-Infantry formation disruptors, with a secondary role as cavalry substitutes. They are shock units that rely high charge and anti-infantry bonus to break infantry lines and kill or rout large concentrations of foot troops. Their (intended) downsides are a high micro requirement and poor performance against non-infantry and single character targets. Why do I say they are "adequate"? Well, with the proper micro investment, chariots are largely able to fulfill the role described above.

So then, what's the problem? Why do you feel they are unsatisfying, you are probably asking? Well, the main issue is that there is a significant level of frustration involved in both fighting with and against these units. On the user's side, chariots have a frustrating tendency to get stuck in infantry blobs, when the expectation is that they should be able to use their superior mass to roll over and/or push through the types of unit. Constant micro is part of the deal with chariots, but the tendency to get bogged down increases that burden to unreasonable levels, as stationary chariots, deprived of their charge bonuses are dead in the water, and getting them moving again can be aggravating. (Essentially, this is the general issue with TW:WH cavalry taken to another level of magnitude.) From the opponents perspective, chariots can be equally frustrating as the stupid things with their generous armor and health numbers and disrupting attacks just won't seem to die, even when you manage to pin them down with anti-large infantry like spears and halberds. When they get stuck they just sort of shove your guys around, while they poke at them ineffectually. The result is your formations are disrupted and troops tied up for extended periods, while the chariots always seem to get away without losing models, no matter how low their health bar is. I remember trying to play Empire against the Chaos Invasion back in Warhammer I being swamped in Chaos Chariots that I could only kill with concentrated handgunner fire. No matter which side of the battle you are on, Chariots are a pain in the ass.

They don't have to be, though. One of the delights of playing Tomb Kings back in Warhammer II was discovering that TK chariots were actually pretty fun to use, having relatively low rates of getting bogged down compared to other chariots, while at the same time not being nearly as frustrating to fight against. So what's happening here, and what can we learn from it to improve the chariot experience? Well, to answer that, first we need a theory of how we want Chariots to work.

My Preferred Model for Chariots

If Chariots are to change to better meet expectations, we need to establish what those expectations are. Or, to put it another way, what do I think an "ideal" model for Chariot performance would look like? Well, I'm basing my understanding of how chariots work on my understanding of how they worked in real life, and how they have been portrayed in other TW titles, like Rome and Pharoah. Basically, chariots are the precursor to cavalry, from a time in which horses were too small and their backs too underdeveloped to support the weight of a cavalry man. Their appearance in WFB is "anachronistic" in the sense that the wide spread use of actual cavalry (be it horse or monstrous) would largely render them obsolete, but of course nobody gives a shit about that because they look cool and want to see them ride hapless infantry over en mass. What the coexistence of cavalry and chariots then ultimately requires is that chariots have a semi-distinct roll from cavalry. IE, we need something to distinguish them from stock-standard shock cavalry or missile cavalry, even if a degree of overlap is inevitable. I think the ultraspecialization in anti-infantry and formation disruption currently present gives them that already, so we're off to a pretty good start.

Chariots in TW:WH come in roughly two broad varieties: "Melee Chariots" and "Ranged Chariots." (To this, you could conceivably add "Monstrous Chariots" as a sort of super-heavy Melee+ subcategory.) That said, unfortunately there is a large amount of inconsistent and overlapping design here that I would ideally wish to eliminate. How could we do this better?

Using historical example as a model, I think chariots should be separated into "light" and "heavy" categories. Light Chariots, to my understanding, were typically employed in a skirmishing role as a platform for archers and were usually comprised of a team of 2 horses, a driver, and a warrior (archer). These could perform screening and skirmishing, as well as other traditional light cavalry tasks like running down routers, while still being able to deliver a relatively powerful shock cavalry style charge if necessary. In other words, this is a versatile hybrid combatant, who's ability to both skirmish and charge distinguishes it from a traditional light cavalry archer. Heavy Chariots, in contrast were slower moving, but with a stronger focus on the charge and on armored protection. These typically consisted of a team of 3-4 horses, a driver, as warrior (polearm) and a shieldbearer (shield & javelins), and were primarily concerned with their role as shock cavalry equivalents. Notice the presence of a secondary ranged weapon, not for skirmishing so much as a supplemental attack (think of the skinks riding on many dinosaur units, or the goblins on an arachnarock spider). While not necessary to the function of the chariot, I do think this is a nice touch that would help further distinguish heavy chariots from traditional shock cavalry units. Obviously, in a fantasy game like TW:WH number of horses involved and other realistic constraints are irrelevant, but the separation of Light and Heavy chariot models gives us a useful pattern to model our fantasy chariots after.

Not that I'm under the impression that existing chariots would ever be reworked to fit this model (even if I wanted to mod it, this is probably beyond my current capabilities), but this is to illustrate to you how I would have modeled chariots given the choice. The closer we can get to this model: ie, providing the player with a clear choice between, lighter more skirmish-focused hybrid chariots and heavier dedicated shock chariots, the better I believe these chariots are going to feel when you play them, thanks to clearly set expectations for the roles they are intended to play and stat lines that support these roles. When you pick a heavy chariot, you should be confident that it can penetrate enemy infantry lines without getting bogged down and taking excessive casualties. When you pick a light chariot, you should be confident that it can effectively serve in it's role as a skirmisher and still deliver a strong charge when required. Currently, we don't really have that in TW:WH, with roles being muddled, poorly performed, or reduced to "more expensive version has better stats" with little else in the way of differentiation. This is something I'd like to fix.

Preliminary Testing

In order to understand how Chariots currently work in TW:WH III, I undertook a series of casual tests pitting a group of Chariot units from several different factions against a mob of unfortunate Bretonian swordsmen-at-arms - specifically the sad ones with out shields (really, they should just delete these chumps from the roster when the do that Bretonian rework; it is a very silly unit). The goal was to see how well each group of chariots performed against an ideal target - ie, low level light infantry, without armor, anti-large or any sort of charge defense -, how frequently the chariots got stuck, how much damage/model-loss occurred, and generally how well the chariots felt to use... this was hardly a scientific test, and I didn't make any statistical comparisons, but I think it was sufficient to give me a firm idea of what the current state of Chariots is and the direction a chariot redesign should take. Specifically, I ran 4 chariot units on Ultra with a Chariot lord, where applicable, against 8 Men-at-arms with a (mounted) Bretonian lord. I refrained from using any special abilities until the infantry had been routed, as I didn't want them to effect the test. (Afterward, the abilities were helpful in breaking the Bretonian lord, who proved to be quite stubborn, given chariots' documented poor performance against individual characters, though this was not part of the test.) The factions I tested were Slannesh, Chaos Warriors, Norsca, Beastmen, Greenskins, Tomb Kings, High Elves, Dark Elves, Kislev and the Empire. I by in large only tested traditional Chariot and War Wagon type units, so no Luminarks, Steam Tanks, or similar. Finally, I ran a few supplementary tests looking at the effectiveness of selected missile chariots as pure ranged units.

Testing Results

The Winners - Tomb Kings, "Gun Wagons," Snotling Pumpwagons.

The Losers - Greenskin Traditional Chariots, Missile Chariots in General

The Fairly Decent - Chaos Factions Chariots, Monstrous Chariots in General

...Elven Chariots were largely just mediocre.

Explanation of Results

So, as indicated the Big Winners of the test were the Tomb King Chariots, as well as the "Gun Wagon" types like Kislev War Sleds and Empire War Wagons. What made these units winners? They were highly effective at killing and routing enemy infantry, and breaking through formation without getting stuck or suffering significant damage in the process (keep in mind the enemy chosen was intended to be ill-suited to stopping chariots). In regards to the Gun Wagons, they were the only units that were really viable in both the skirmisher and shock role* - even War Wagons, which did much better in the latter role than I was expecting. (*I should probably include Scourgerunner Chariots here, which seem pretty effective against large targets, if wanting for ammunition) I'm also going to throw the Snotiling Pump Wagons in here as well, as they performed exactly how you would want such units to preform - a sort of glorious chaos of smashed formations, and silly Greenskin contraptions wobbling around to their doom and the doom of their enemies; effective without being overly durable.

The Biggest Losers of the evening were the more traditional Greenskin Chariots, which generally performed poorly even given their relatively lower costs. Orc Boar Chariots managed to win the encounter, but took more damage doing so than other similar chariots and frequently got stuck and were difficult to extract. Goblin Wolf Chariots grossly underperformed in their shock role, even compared to the similarly priced Snotlings, while not being terribly impressive as skirmishers - this even after the model increase. Before, I would have said these were entirely ineffective; now, they are plausible archers, but why you would hire them over the more capable wolfrider archers for the same task, I have no idea. Increasing the number of models was definitely the right way to go, however, as ranged Chariots in general tended to underperform, being adequate at best at shock, and often poor at missile combat primarily do to low model count - it doesn't matter if you jack up the accuracy and damage on the missiles if you only have 4-8 models firing at a time, you aren't going get many kill over the course of a typical battle, even with multi-shot, especially when you have comically low ammunition counts. There are exceptions here, like the gun wagons and the scourgerunners (who are good against large targets). (I should note Skeleton Archer Chariots here, which aren't amazing archers but have identical stats to Skeleton Chariots and therefore are strictly an upgrade, even if they aren't great skirmish units.)

The bulk of the Chariots tested, primarily from Chaos Factions, fared adequately in testing. Both lighter and heavier versions performed relatively well - occasionally getting stuck, but usually able to break free without too much damage/effort - with the Monstrous versions doing the best out of all of them. This isn't surprising as these units cost more and come with better stats, but the perhaps more importantly, these units come with "causes fear" which was highly correlated with good performance throughout the trials. Of course, these units are also some of the most annoyingly durable and therefore frustrating for an opponent to play against, so quite typical of what I described in the "Issue" section previously. Elven Chariots tended to perform a little less well overall, though were still able to do the job asked of them. Ithalmar chariots were largely fine, while the ranged Tiranoc chariots struggled a bit in both skirmish and shock roles. DE cold-one chariots did better as shock than the Tiranoc Chariots, but took a surprising amount of damage in the process. Scourge Runners and Lion Chariots performed the best in their respective roles, with the later being competitive with other Monstrous Chariots.

As to Slanneshi Charriots - I don't really know what to make of them. They performed relatively well, but there was so much overlap that it wasn't clear why you would pick one version over the others. The Marked Chariots were a bit slower than the others, but performed just about the same in the end. The various demonette chariots maybe took a little more damage, but routed enemies a little quicker in return. The only Chariot that really stood out was the single entity chariot, which performed somewhat worse than the others, despite being the most expensive and highest tier option. I thought that this chariot would be the least susceptible to getting stuck as it was a single entity, but it's susceptibility to getting bogged down was highly erratic: sometimes it would escape with ease, while other times it would get totally swamped and not be able to get out. The overall result was disappointing, taking longer to rout the enemy while sustaining more damage in the process.

Analysis

So, what did we learn from this experience?

Well, firstly we learned that entity count makes a significant difference. The Tomb Kings chariots, with 12 entities per unit, were among the best performing chariots, and ended up taking less damage than many others despite having significantly less health per entity. They rarely got stuck, as the large number of chariots kept infantry disrupted an on their asses rather than blobbing around the chariots, meaning pushing through was easy. None of my TK chariots died, but I know from previous experience that they are much easier to kill than other chariots, so if you get them in a bad position it ends up working out better for you and your opponent - for them, as they can actually kill models and reduce your forces, for you as a chariot that gets trapped is more likely to be killed freeing the rest of the unit to maneuver, instead of getting stuck.

Secondly, "Causes fear" is a very useful attribute for a shock chariot to have. This attributes help facilitate enemy routs, further reducing the chance of getting stuck in a blob.

Thirdly, "skirmisher" chariots need some serious help if they are going to fulfil that role. There are a lot of issues here, but it mainly comes down, once again, to low entity count. Chariot archers tend to have superior missile accuracy and damage, but this doesn't make up for the massive difference in body count between them and infantry or even other cavalry archers - a fact that is further hindered by illogically low ammo counts (IRL a horse archer can easily carry 3x the ammo a foot archer can, imagine what a chariot could carry). CA has done a bit of trickery here, putting multipliers like multiple archers in a chariot and multiple arrows per archer volley, to multiply the number of missiles fired, but it just isn't sufficient in most cases. The most effective skirmish chariots turn out to be the "gun wagons" which just goes to prove the point. These wagons have 4-6 guns per wagon, with high missile damage and uncharacteristically high ammo counts. Scourgerunner Chariots come in a close second with powerful attacks when used against their intended (large, low body count) targets, though they suffer a bit from a lack of ammunition. More conventional missile chariots like Cold One Chariots, Tiranoc Chariots, and Goblin Wolf Chariots all struggled, rapidly burning through their ammunition with unimpressive results. (I should note Ice Wolf Marauder Chariots here, which are a shock chariot, but have throwing axes as a secondary weapon; unfortunately, since these axes are short range and lack 360 degree fire arcs, they pretty much never get used. Charging an enemy, there is only a very brief window to fire before engaging, and the only scenario I can see them really making an impact in is if the unit is in pursuit of a relatively fast moving target.)

Conclusions and Recommendations

My primary take away from this experience is that in order for chariots to function better, ie - to better meet expectations and to be more fun and less frustrating both to play and to play against, that the number of average chariots per unit should be increased. Using Tomb Kings as the model, I would recommend 12 entities per unit for Ranged/Skirmisher chariots and regular Shock Chariots, and perhaps 8 units per model for tougher "monstrous" shock chariots (maybe 4 Exalted Seeker Chariots in a unit?) "Gun Wagon" chariots appear to be fine as they are currently. In order to balance this change out, I would reduce the health and potentially the other combat stats of these chariots accordingly, (though if a price increase is necessary as well, so be it). The goal is to make the unit simultaneously more usable by an attacker (by having the unit break through enemy infantry more effectively) AND more killable by a defender (by lowering the durability of chariots that do get caught to a manageable level).

Secondly, Ranged/Skirmisher chariots not only need the additional entities, but greatly increased ammunition in order to be functional in a skirmisher role and more competitive with traditional horse archers (which frankly could themselves use a ammunition buff while we're on that subject).

Thirdly, it might be worth considering a "causes fear to infantry" ability as a standard for chariots.

Fourthly, Greenskin Traditional Chariots need some serious help and could use a balance pass.

Finally, it would be nice to get some stronger differentiation between Skirmisher, Shock, and Monstrous Chariot units, including overlapping units in the same faction. I would love it if lighter shock chariots like Tuskgor Chariots had secondary short range missile weapons like javelins or throwing axes, for supplemental damage (though this would need to be 360 degree firing), where as more powerful monstrous chariots might remain purely melee. Having lower body count but tougher entities for monstrous chariots will further help here. Other potential distinctions would be to change out the bears in the Light War Sled for horses and correspondingly reduced melee capacity, and for increasing the armor and charge power of skeleton chariots vs their skeleton archer counterparts (which could use an additional archer while we're at it).

TL;DR Summary

  1. Chariots are currently frustrating to use as they are hard to micro and get stuck too easily, and simultaneously frustrating to fight against as high entity health and defenses make individual models too hard to kill.
  2. Missile Chariots are largely ineffective as a skirmishers and inferior to their melee counterparts and in the shock role, with the glaring exception of Gun Wagon units. They have too few shooting models and not nearly enough ammunition.
  3. These problems could probably largely be solved by increasing entities per unit while reducing health accordingly, which would allow them to break through and rout infantry better, while simultaneously being more realistically punishable by an opponent. I am suggesting 12 models for regular skirmish and shock units, 8 for monstrous shock units, and 4 for gun wagons and Exalted Seeker Chariots. The addition of a general "causes fear to infantry" ability might also be a good idea.
  4. It would be nice to have more distinctions between different roles and different tiers of chariot - ie, improved firepower for skirmisher type chariots, secondary close range missiles for lighter shock chariots, lower body count but tougher entities for heavy shock chariots, etc.

Thanks for your time. Any thoughts/feedback on this subject is appreciated.

(minor edits for readability)

91 Comments
2024/09/16
03:49 UTC

642

Maybe I'm dumb, but this drove me crazy for the longest time

36 Comments
2024/09/16
03:36 UTC

31

Acquired the Nemesis Crown on Skarbrand, but none of the effects seem to be active. Bug?

8 Comments
2024/09/16
03:31 UTC

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