Total War: Warhammer 2

With empire.

I tend to find my arty does Jack outside of hellblasters, steam tank lasts 2 seconds to the ap arrow spam,
also empire missile troops don't have the range to counter.
Empire cavalry never seems to hold their own against the woodys cav either.


Maybe I'm just rubbish, but I find the ability of the woodelves to kite you to death unbearable.
 
With empire.

I tend to find my arty does Jack outside of hellblasters, steam tank lasts 2 seconds to the ap arrow spam,
also empire missile troops don't have the range to counter.
Empire cavalry never seems to hold their own against the woodys cav either.


Maybe I'm just rubbish, but I find the ability of the woodelves to kite you to death unbearable.

Wild Riders outclass Empire Cavalry. You need Reiksguard as a minimum. Knights of the Blazing Sun would be better. Even then, the Empire advantage isn't massive and you'll need to be careful; AP missile units firing in to your cavalry's flanks or rear will not end well.

Don't bring unshielded infantry, as their missile units will rip through them. Don't bring missile units, because you aren't winning a missile fight (exception: Outriders with grenades can be a great flanking force). The Steam Tank, as you note, is of limited effectiveness. Your advantage is in two areas; heavy cavalry (which all have shields) and artillery (which out-range and out-damage the WE missile units). I'd try a line of Spearmen (Shields) + Mortars or Helstorm Rockets behind + Heavy Cav on the flanks. Maybe some Pistoliers to use as scouts for your artillery. And a Fire Wizard is always a welcome addition :) You want the WE to be half dead before they get close enough to shoot at your units.
 
Wild Riders outclass Empire Cavalry. You need Reiksguard as a minimum. Knights of the Blazing Sun would be better. Even then, the Empire advantage isn't massive and you'll need to be careful; AP missile units firing in to your cavalry's flanks or rear will not end well.

Don't bring unshielded infantry, as their missile units will rip through them. Don't bring missile units, because you aren't winning a missile fight (exception: Outriders with grenades can be a great flanking force). The Steam Tank, as you note, is of limited effectiveness. Your advantage is in two areas; heavy cavalry (which all have shields) and artillery (which out-range and out-damage the WE missile units). I'd try a line of Spearmen (Shields) + Mortars or Helstorm Rockets behind + Heavy Cav on the flanks. Maybe some Pistoliers to use as scouts for your artillery. And a Fire Wizard is always a welcome addition :) You want the WE to be half dead before they get close enough to shoot at your units.

Thanks for the tips, do I enjoy outriders especially the grenade variety but find they are easily run down by cav or outranged by the enemies archers.

Luckily they like to form alliances more often than not when in the ordertide.
 
No idea whether anyone else has discovered this yet. But there's a rather tasty exploit in the WE rework. Playing as Drycha, Wolves and Spiders can get Stalk. Turns out they also absolutely shred through settlement gates. And while they're doing so, if there are no enemy units in the area they will remain invisible.

Wolves and Spiders in general are OP TBH. Combined with the above, taking corner settlements is a doddle. And taking most of the ones with two gates is fairly straightforward.
 
Me and a mate are playing a co-op campaign, trying out the new DLC, and he's having a bit of a tough time with his front line troops melting.

Can anyone recommend a good "general use" campaign army?
 
Whoops!

Wood Elves.

Not sure how others use them, but I don't draw out a normal battle line. I use units with vanguard deployment and set them up around the map with the intention of surrounding the enemy.

Treekin are absolutely unreal as a meat shield. 548 health each, with 51 defence, 20 damage resistance and 15 missile resistance, before any buffs. They'll tie down enemy melee units for ages (unless the enemy has fire weapons, which they're very vulnerable to). Pair them up with a Spellslinger (Life) for healing. Then use Deepwood Scouts or Waywatchers shooting in to the enemy's flanks or rear. Protect them with cavalry.

I haven't got the paid DLC yet, so I can't speak to strategy for Sisters. But Drycha plays quite differently. Archers are nerfed and you can't even train Waywatchers. Forest Spirit units are buffed. So you've got a much better chance of winning in melee, but missile and artillery (particularly anything that shoots fire) are way more dangerous to your units.

Fortunately, you get Wolves. And those things are God-Tier :p Seriously, they need a nerf. They're insanely fast, their attack rate is high, there's loads of them in a unit. They get vanguard deployment, and can unlock "hide anywhere" through a tech. Enemy missile and artillery stand no hope. Also, they're seemingly the best siege engine in the game :eek: They'll drop a gate in seconds. While invisible, if the gate is undefended.
 
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New wood elves are insane.
Also playing dark elves now is to me impossible with the order tide of high/wood elves and lizard men baring down on you in under 50 turns, I've tried everything and can't make a dent.
 
been playing this, last time i played a total war game was shogun
I am very confused by the upgrades theres no tutorial it's all a bit weird how do you upgrade buildings etc you meant to leave the egg timer thing clicked on to something else ?
 
been playing this, last time i played a total war game was shogun
I am very confused by the upgrades theres no tutorial it's all a bit weird how do you upgrade buildings etc you meant to leave the egg timer thing clicked on to something else ?

What faction are you playing?

Generally each faction revolves around growth.
If you click on a province you can see your growth and how many turns it will take to get a "Population Surplus"

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Once you have enough population surplus and cash, you can upgrade the settlement. Each upgrade costs more population surplus. The number next to the building.

Ki1o1B5.jpg

Only the main building in each town costs population surplus, the other's just cost gold and the correct tier building.

If you look here, you can see that I need a Tier 4 town, if I want to buy the last stage in this military building.

kmFW8a7.jpg

And yes, you want to leave the egg timer on, I don't think any building are instant.
As you can see, this building still has 2 turns to go.

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I hope that helps, if not check out this guide.

 
Yeah, each of you providances generate growth each turn.
The amount of growth they produce is determined by the building you own. Most factions can craft multiple growth buildings in 1 providance. Like the Empire/Reikland farm buildings.
 
Can't wait!
Wish list
Some kind of naval mechanic.
Better siege battles.
Demon's of all flavours.
Chaos dwarfs.
Would love units to have things like banner/musician and officers in them.
 
Not sure if anyone else has experienced this but on upgrading my 1070ti to a 3080 yielded almost no FPS improvement and was also getting big drops and stutter, this was in DX12 and upon changing to DX11 it's now working fine and got a 50fps boost.
 
Another two videos


Whatever they're announcing, it seems it's coming tomorrow.

The last video teases Kislev. I'm starting to think Warhammer 3 brings a fairly minor ME map expansion TBH. It wouldn't shock me if Ogre Kingdoms are DLC further down the line. Instead, they'll refresh some of the Old World races and add in the missing ones. So overall, between the base game and DLC, we gain reworks for The Empire, Dwarfs, and Vampire Counts, Chaos are replaced with Monogods of Chaos, and Dawi-Zharr, Ogre Kingdoms, Naggash, and Southern Realms are added.
 
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