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Should Elven Arrows Ignore Forest Cover?

2

Comments

  • ArecBalrin#2350ArecBalrin#2350 Registered Users Posts: 3,027
    edited December 2016

    The solution proposed; allowing missiles to clip through trees whether for the Wood Elves only or all races, would introduce major balance issues because TW games have always had woodlands work as protective cover from missiles. It would mean Warhammer maps becoming yet more tactically inert and make worse the existing tactical shallowness harming the game.
    No, they would actually make Wood Elves play like Wood Elves instead of TWA's Alani or R2's nomads, who both were strongest on flat, plain, featureless maps which is totally backwards from how they should work.

    How would that make the game more shallow? It would do the opposite, give them a definite faction advantage on the battlefield.

    Here's mine: enable obstruction(units won't fire if target is obstructed) but enable missile units in fire-at-will mode to have more than one target: the primary target plus two passive ones.
    Already in the game for WE elite units like Waywatchers, they can split what they shoot at.

    Doesn't solve the issue one bit.
    It would be a problem because the Wood Elves are supposed to benefit from being in woods, but your change would make it so not only do they benefit from being in and shooting from the woods, they would have an advantage against other races who are in woods even when the Wood Elves themselves are not. That is a buff which is more significant than the one CA gave them.

    Edit: regarding the Waywatchers- doesn't mean a thing and doesn't match what I said.
  • TheShiroOfDaltonTheShiroOfDalton Registered Users Posts: 34,001
    edited December 2016

    The solution proposed; allowing missiles to clip through trees whether for the Wood Elves only or all races, would introduce major balance issues because TW games have always had woodlands work as protective cover from missiles. It would mean Warhammer maps becoming yet more tactically inert and make worse the existing tactical shallowness harming the game.
    No, they would actually make Wood Elves play like Wood Elves instead of TWA's Alani or R2's nomads, who both were strongest on flat, plain, featureless maps which is totally backwards from how they should work.

    How would that make the game more shallow? It would do the opposite, give them a definite faction advantage on the battlefield.

    Here's mine: enable obstruction(units won't fire if target is obstructed) but enable missile units in fire-at-will mode to have more than one target: the primary target plus two passive ones.
    Already in the game for WE elite units like Waywatchers, they can split what they shoot at.

    Doesn't solve the issue one bit.
    It would be a problem because the Wood Elves are supposed to benefit from being in woods, but your change would make it so not only do they benefit from being in and shooting from the woods, they would have an advantage against other races who are in woods even when the Wood Elves themselves are not. That is a buff which is more significant than the one CA gave them.
    Bwa-ha-ha!

    People who try to hide from Wood Elves by running into the woods deserve to be punished for their foolishness.

    And yes, Waywatchers work like you suggested, individual models can target different targets from their main one if they don't have a clear shot. It doesn't solve the issue one bit, in all forest maps they become useless because they can't hit anything unless they're standing right besides it.

    How would you solve that issue? You haven't made any suggestion for all-forest maps. I'm eager to listen.

  • TheGuardianOfMetal#3661TheGuardianOfMetal#3661 Registered Users Posts: 14,704

    The solution proposed; allowing missiles to clip through trees whether for the Wood Elves only or all races, would introduce major balance issues because TW games have always had woodlands work as protective cover from missiles. It would mean Warhammer maps becoming yet more tactically inert and make worse the existing tactical shallowness harming the game.
    No, they would actually make Wood Elves play like Wood Elves instead of TWA's Alani or R2's nomads, who both were strongest on flat, plain, featureless maps which is totally backwards from how they should work.

    How would that make the game more shallow? It would do the opposite, give them a definite faction advantage on the battlefield.

    Here's mine: enable obstruction(units won't fire if target is obstructed) but enable missile units in fire-at-will mode to have more than one target: the primary target plus two passive ones.
    Already in the game for WE elite units like Waywatchers, they can split what they shoot at.

    Doesn't solve the issue one bit.
    It would be a problem because the Wood Elves are supposed to benefit from being in woods, but your change would make it so not only do they benefit from being in and shooting from the woods, they would have an advantage against other races who are in woods even when the Wood Elves themselves are not. That is a buff which is more significant than the one CA gave them.
    Bwa-ha-ha!

    People who try to hide from Wood Elves by running into the woods deserve to be punished for their foolishness.

    And yes, Waywatchers work like you suggested, individual models can target different targets from their main one if they don't have a clear shot. It doesn't solve the issue one bit, in all forest maps they become useless because they can't hit anything unless they're standing right besides it.

    How would you solve that issue? You haven't made any suggestion for all-forest maps. I'm eager to listen.

    interesting theory... would that also be true if it'd be a WE vs WE battle? (which would mean that neither side would gain any advantage by using the forest if the units in the forest get spotted) Or BM VS WE?
    The Empire still hasn't gotten their FLC LL. We need Marius Leitdorf of Averland!

    Where is Boris Todbringer? Have you seen him? For a Middenland DLC with Boris and the Ar-Ulric!

    Every wrong is recorded. Every slight against us, page after page, ETCHED IN BLOOD!

    Queek could smell their hatred, ratcheted to a degree that even he could not evoke in their simple hearts. He stepped over the old orange-fur’s body, eager to see for himself what it was they saw. But he heard it first.
    'Waaaaaaaggh! Gorfang!'
  • LordJustinianLordJustinian Registered Users Posts: 149
    Allowing WE to shoot without tree penalty is not saying they can shoot through trees. That is what the solution comes out to, but isn't what it is representing. A WE can fire through thick foliage because their aim is so true they can line up their shots and still make them despite most other races having their shots get blocked. Hard to represent that so allowing them to pretend they're not there is a simple way of doing that. There is a reason the WE retreat and draw foes into the wood. It isn't a hindrance to them, it aides them which is not shown here currently.
  • TheShiroOfDaltonTheShiroOfDalton Registered Users Posts: 34,001

    The solution proposed; allowing missiles to clip through trees whether for the Wood Elves only or all races, would introduce major balance issues because TW games have always had woodlands work as protective cover from missiles. It would mean Warhammer maps becoming yet more tactically inert and make worse the existing tactical shallowness harming the game.
    No, they would actually make Wood Elves play like Wood Elves instead of TWA's Alani or R2's nomads, who both were strongest on flat, plain, featureless maps which is totally backwards from how they should work.

    How would that make the game more shallow? It would do the opposite, give them a definite faction advantage on the battlefield.

    Here's mine: enable obstruction(units won't fire if target is obstructed) but enable missile units in fire-at-will mode to have more than one target: the primary target plus two passive ones.
    Already in the game for WE elite units like Waywatchers, they can split what they shoot at.

    Doesn't solve the issue one bit.
    It would be a problem because the Wood Elves are supposed to benefit from being in woods, but your change would make it so not only do they benefit from being in and shooting from the woods, they would have an advantage against other races who are in woods even when the Wood Elves themselves are not. That is a buff which is more significant than the one CA gave them.
    Bwa-ha-ha!

    People who try to hide from Wood Elves by running into the woods deserve to be punished for their foolishness.

    And yes, Waywatchers work like you suggested, individual models can target different targets from their main one if they don't have a clear shot. It doesn't solve the issue one bit, in all forest maps they become useless because they can't hit anything unless they're standing right besides it.

    How would you solve that issue? You haven't made any suggestion for all-forest maps. I'm eager to listen.

    interesting theory... would that also be true if it'd be a WE vs WE battle? (which would mean that neither side would gain any advantage by using the forest if the units in the forest get spotted) Or BM VS WE?
    A WE vs WE matchup in a forest would simply have neither side at an advantage, but that's true for other faction as well if they do mirror-matches.

    BM have only one archer unit and hardly have to rely on it while WE have to rely quite a bit on their ranged game, so I don't see any problem.
  • TheGuardianOfMetal#3661TheGuardianOfMetal#3661 Registered Users Posts: 14,704
    edited December 2016

    The solution proposed; allowing missiles to clip through trees whether for the Wood Elves only or all races, would introduce major balance issues because TW games have always had woodlands work as protective cover from missiles. It would mean Warhammer maps becoming yet more tactically inert and make worse the existing tactical shallowness harming the game.
    No, they would actually make Wood Elves play like Wood Elves instead of TWA's Alani or R2's nomads, who both were strongest on flat, plain, featureless maps which is totally backwards from how they should work.

    How would that make the game more shallow? It would do the opposite, give them a definite faction advantage on the battlefield.

    Here's mine: enable obstruction(units won't fire if target is obstructed) but enable missile units in fire-at-will mode to have more than one target: the primary target plus two passive ones.
    Already in the game for WE elite units like Waywatchers, they can split what they shoot at.

    Doesn't solve the issue one bit.
    It would be a problem because the Wood Elves are supposed to benefit from being in woods, but your change would make it so not only do they benefit from being in and shooting from the woods, they would have an advantage against other races who are in woods even when the Wood Elves themselves are not. That is a buff which is more significant than the one CA gave them.
    Bwa-ha-ha!

    People who try to hide from Wood Elves by running into the woods deserve to be punished for their foolishness.

    And yes, Waywatchers work like you suggested, individual models can target different targets from their main one if they don't have a clear shot. It doesn't solve the issue one bit, in all forest maps they become useless because they can't hit anything unless they're standing right besides it.

    How would you solve that issue? You haven't made any suggestion for all-forest maps. I'm eager to listen.

    interesting theory... would that also be true if it'd be a WE vs WE battle? (which would mean that neither side would gain any advantage by using the forest if the units in the forest get spotted) Or BM VS WE?
    BM have only one archer unit and hardly have to rely on it while WE have to rely quite a bit on their ranged game, so I don't see any problem.
    i'm more thinking along the line of their units in the forest getting shot to pieces as easily as in open field by the elves because... well the forest doenst help anymore than hiding...
    The Empire still hasn't gotten their FLC LL. We need Marius Leitdorf of Averland!

    Where is Boris Todbringer? Have you seen him? For a Middenland DLC with Boris and the Ar-Ulric!

    Every wrong is recorded. Every slight against us, page after page, ETCHED IN BLOOD!

    Queek could smell their hatred, ratcheted to a degree that even he could not evoke in their simple hearts. He stepped over the old orange-fur’s body, eager to see for himself what it was they saw. But he heard it first.
    'Waaaaaaaggh! Gorfang!'
  • ArecBalrin#2350ArecBalrin#2350 Registered Users Posts: 3,027
    edited December 2016

    The solution proposed; allowing missiles to clip through trees whether for the Wood Elves only or all races, would introduce major balance issues because TW games have always had woodlands work as protective cover from missiles. It would mean Warhammer maps becoming yet more tactically inert and make worse the existing tactical shallowness harming the game.
    No, they would actually make Wood Elves play like Wood Elves instead of TWA's Alani or R2's nomads, who both were strongest on flat, plain, featureless maps which is totally backwards from how they should work.

    How would that make the game more shallow? It would do the opposite, give them a definite faction advantage on the battlefield.

    Here's mine: enable obstruction(units won't fire if target is obstructed) but enable missile units in fire-at-will mode to have more than one target: the primary target plus two passive ones.
    Already in the game for WE elite units like Waywatchers, they can split what they shoot at.

    Doesn't solve the issue one bit.
    It would be a problem because the Wood Elves are supposed to benefit from being in woods, but your change would make it so not only do they benefit from being in and shooting from the woods, they would have an advantage against other races who are in woods even when the Wood Elves themselves are not. That is a buff which is more significant than the one CA gave them.
    Bwa-ha-ha!

    People who try to hide from Wood Elves by running into the woods deserve to be punished for their foolishness.

    And yes, Waywatchers work like you suggested, individual models can target different targets from their main one if they don't have a clear shot. It doesn't solve the issue one bit, in all forest maps they become useless because they can't hit anything unless they're standing right besides it.

    How would you solve that issue? You haven't made any suggestion for all-forest maps. I'm eager to listen.

    No you're not, otherwise you'd realise my suggestion is different to what the Waywatchers currently do. Their multi-target is not what I am proposing and what I am proposing is in the context of obstruction mechanics working properly with trees.

    Your response to the very serious balance issues with non-woodland standing Wood Elves having a huge buff against anyone else who is in woodland shows you have not a single damn argument.
  • soondragon76soondragon76 Registered Users Posts: 52

    The solution proposed; allowing missiles to clip through trees whether for the Wood Elves only or all races, would introduce major balance issues because TW games have always had woodlands work as protective cover from missiles. It would mean Warhammer maps becoming yet more tactically inert and make worse the existing tactical shallowness harming the game.
    No, they would actually make Wood Elves play like Wood Elves instead of TWA's Alani or R2's nomads, who both were strongest on flat, plain, featureless maps which is totally backwards from how they should work.

    How would that make the game more shallow? It would do the opposite, give them a definite faction advantage on the battlefield.

    Here's mine: enable obstruction(units won't fire if target is obstructed) but enable missile units in fire-at-will mode to have more than one target: the primary target plus two passive ones.
    Already in the game for WE elite units like Waywatchers, they can split what they shoot at.

    Doesn't solve the issue one bit.
    It would be a problem because the Wood Elves are supposed to benefit from being in woods, but your change would make it so not only do they benefit from being in and shooting from the woods, they would have an advantage against other races who are in woods even when the Wood Elves themselves are not. That is a buff which is more significant than the one CA gave them.
    Bwa-ha-ha!

    People who try to hide from Wood Elves by running into the woods deserve to be punished for their foolishness.

    And yes, Waywatchers work like you suggested, individual models can target different targets from their main one if they don't have a clear shot. It doesn't solve the issue one bit, in all forest maps they become useless because they can't hit anything unless they're standing right besides it.

    How would you solve that issue? You haven't made any suggestion for all-forest maps. I'm eager to listen.

    Your response to the very serious balance issues with non-woodland standing Wood Elves having a huge buff against anyone else who is in woodland shows you have not a single damn argument.
    They don't have a huge buff. The buff is in favor of the defenders hiding in the woods. The Wood Elves would just ignore that buff, which makes sense given how accurate they are supposed to be.
  • epic_159733007811cHJwei4epic_159733007811cHJwei4 Registered Users Posts: 3,549

    I noticed that in my first fight on an all-forest map, my Elven archers scored close to no kills due to the trees getting in the way.

    I propose that Elven arrows clip through trees and foliage because Wood Elves becoming basically crippled when fighting in a forest sounds pretty lame.

    This is the biggest WE mechanic I don't understand. Everything is like "HEY BE IN THE FOREST WITH ARCHERS" but then half of my ammo is wasted on the trees directly in front of them....
  • TheGuardianOfMetal#3661TheGuardianOfMetal#3661 Registered Users Posts: 14,704
    edited December 2016

    I noticed that in my first fight on an all-forest map, my Elven archers scored close to no kills due to the trees getting in the way.

    I propose that Elven arrows clip through trees and foliage because Wood Elves becoming basically crippled when fighting in a forest sounds pretty lame.

    This is the biggest WE mechanic I don't understand. Everything is like "HEY BE IN THE FOREST WITH ARCHERS" but then half of my ammo is wasted on the trees directly in front of them....
    personal opinion in this regard:
    i have no problem if wood elves that are in the forest dont have problems with the trees (or maybe only far less.)... but completely anilihating the normal advantage for all other factions to use the forest? Nah...

    so:
    Some kind of "buff" for their arrow hit chance or however you wanna call it while htey are shooting from inside the forest: OK
    When they and their opponents are inside the forest: also ok
    when they are firing INTO the forest: i dont think that would be that fair... if a faction places his units strategicaly in a forest and the WE player keeps his units open in plain sight (and maybe a unit or two to spot them) the Wood elf player shouldnt be "rewarded" (since the enemy Ranged units would still have problems firing to the outside) for NOT using hte forest... the other player shouldnt necessarily be punished for using terrain to his (normaly) advantage

    sure one could argue that this could bring up a different type of gameplay... but overall i guess it would mostly end up with the melee units straight up trying to rush the lines (or tank as many arrows as possible while your own archers try to kill as many elves as possible) while maybe cav or shock troops try to encircle them
    The Empire still hasn't gotten their FLC LL. We need Marius Leitdorf of Averland!

    Where is Boris Todbringer? Have you seen him? For a Middenland DLC with Boris and the Ar-Ulric!

    Every wrong is recorded. Every slight against us, page after page, ETCHED IN BLOOD!

    Queek could smell their hatred, ratcheted to a degree that even he could not evoke in their simple hearts. He stepped over the old orange-fur’s body, eager to see for himself what it was they saw. But he heard it first.
    'Waaaaaaaggh! Gorfang!'
  • soondragon76soondragon76 Registered Users Posts: 52
    edited December 2016

    I noticed that in my first fight on an all-forest map, my Elven archers scored close to no kills due to the trees getting in the way.

    I propose that Elven arrows clip through trees and foliage because Wood Elves becoming basically crippled when fighting in a forest sounds pretty lame.

    This is the biggest WE mechanic I don't understand. Everything is like "HEY BE IN THE FOREST WITH ARCHERS" but then half of my ammo is wasted on the trees directly in front of them....
    personal opinion in this regard:
    i have no problem if wood elves that are in the forest dont have problems with the trees (or maybe only far less.)... but completely anilihating the normal advantage for all other factions to use the forest? Nah...

    so:
    Some kind of "buff" for their arrow hit chance or however you wanna call it while htey are shooting from inside the forest: OK
    When they and their opponents are inside the forest: also ok
    when they are firing INTO the forest: i dont think that would be that fair... if a faction places his units strategicaly in a forest and the WE player keeps his units open in plain sight (and maybe a unit or two to spot them) the Wood elf player shouldnt be "rewarded" (since the enemy Ranged units would still have problems firing to the outside) for NOT using hte forest
    I think that using the same tactics against every faction is ridiculous. Yes, we should remove advantages from players hiding in the woods when fighting Wood Elves who have trained their entire lives with a bow shooting in the most dense forests in the Old World. You should have to rethink how you fight one faction from another, other than based on their compositions.

    Also, contrary to the arguments I've seen here, this suggestions makes forests matter MORE on the map. When you're fighting Wood Elves you actually have to avoid segments of the maps that you would have otherwise benefited from. That's extremely interesting from a tactical perspective.
  • TheGuardianOfMetal#3661TheGuardianOfMetal#3661 Registered Users Posts: 14,704

    I noticed that in my first fight on an all-forest map, my Elven archers scored close to no kills due to the trees getting in the way.

    I propose that Elven arrows clip through trees and foliage because Wood Elves becoming basically crippled when fighting in a forest sounds pretty lame.

    This is the biggest WE mechanic I don't understand. Everything is like "HEY BE IN THE FOREST WITH ARCHERS" but then half of my ammo is wasted on the trees directly in front of them....
    personal opinion in this regard:
    i have no problem if wood elves that are in the forest dont have problems with the trees (or maybe only far less.)... but completely anilihating the normal advantage for all other factions to use the forest? Nah...

    so:
    Some kind of "buff" for their arrow hit chance or however you wanna call it while htey are shooting from inside the forest: OK
    When they and their opponents are inside the forest: also ok
    when they are firing INTO the forest: i dont think that would be that fair... if a faction places his units strategicaly in a forest and the WE player keeps his units open in plain sight (and maybe a unit or two to spot them) the Wood elf player shouldnt be "rewarded" (since the enemy Ranged units would still have problems firing to the outside) for NOT using hte forest
    I think that using the same tactics against every faction is ridiculous. Yes, we should remove advantages from players hiding in the woods when fighting Wood Elves who have trained their entire lives with a bow shooting in the most dense forests in the Old World. You should have to rethink how you fight one faction from another, other than based on their compositions.

    Also, contrary to the arguments I've seen here, this suggestions makes forests matter MORE on the map. When you're fighting Wood Elves you actually have to avoid segments of the maps that you would have otherwise benefited from. That's extremely interesting from a tactical perspective.
    so if i have to defend myself from wood elves in any mode i'm gonna try to camp in a corner with now forest what so ever and let my artilelry deal with any kind of elf i see
    The Empire still hasn't gotten their FLC LL. We need Marius Leitdorf of Averland!

    Where is Boris Todbringer? Have you seen him? For a Middenland DLC with Boris and the Ar-Ulric!

    Every wrong is recorded. Every slight against us, page after page, ETCHED IN BLOOD!

    Queek could smell their hatred, ratcheted to a degree that even he could not evoke in their simple hearts. He stepped over the old orange-fur’s body, eager to see for himself what it was they saw. But he heard it first.
    'Waaaaaaaggh! Gorfang!'
  • thebiglezthebiglez Registered Users Posts: 714
    edited December 2016

    Already in the game for WE elite units like Waywatchers, they can split what they shoot at.
    Doesn't solve the issue one bit.

    i think he ment that if the archers target is obstructed by a tree than he changes target, even to another unit. now they shot in the trees. (i like that idea very much! but just for WE offcourse.)


    No, they would actually make Wood Elves play like Wood Elves instead of TWA's Alani or R2's nomads, who both were strongest on flat, plain, featureless maps which is totally backwards from how they should work.

    it would be really bad because all of us veteran total war players hide our troops in forest, from artylery and archers..

  • soondragon76soondragon76 Registered Users Posts: 52

    I noticed that in my first fight on an all-forest map, my Elven archers scored close to no kills due to the trees getting in the way.

    I propose that Elven arrows clip through trees and foliage because Wood Elves becoming basically crippled when fighting in a forest sounds pretty lame.

    This is the biggest WE mechanic I don't understand. Everything is like "HEY BE IN THE FOREST WITH ARCHERS" but then half of my ammo is wasted on the trees directly in front of them....
    personal opinion in this regard:
    i have no problem if wood elves that are in the forest dont have problems with the trees (or maybe only far less.)... but completely anilihating the normal advantage for all other factions to use the forest? Nah...

    so:
    Some kind of "buff" for their arrow hit chance or however you wanna call it while htey are shooting from inside the forest: OK
    When they and their opponents are inside the forest: also ok
    when they are firing INTO the forest: i dont think that would be that fair... if a faction places his units strategicaly in a forest and the WE player keeps his units open in plain sight (and maybe a unit or two to spot them) the Wood elf player shouldnt be "rewarded" (since the enemy Ranged units would still have problems firing to the outside) for NOT using hte forest
    I think that using the same tactics against every faction is ridiculous. Yes, we should remove advantages from players hiding in the woods when fighting Wood Elves who have trained their entire lives with a bow shooting in the most dense forests in the Old World. You should have to rethink how you fight one faction from another, other than based on their compositions.

    Also, contrary to the arguments I've seen here, this suggestions makes forests matter MORE on the map. When you're fighting Wood Elves you actually have to avoid segments of the maps that you would have otherwise benefited from. That's extremely interesting from a tactical perspective.
    so if i have to defend myself from wood elves in any mode i'm gonna try to camp in a corner with now forest what so ever and let my artilelry deal with any kind of elf i see
    That's not an argument. You can use that tactic against literally any race with the about the same amount of effectiveness, except you'll probably have more difficulties just sitting there considering the elves are range-focused and backed up by monsters.
  • TheGuardianOfMetal#3661TheGuardianOfMetal#3661 Registered Users Posts: 14,704

    I noticed that in my first fight on an all-forest map, my Elven archers scored close to no kills due to the trees getting in the way.

    I propose that Elven arrows clip through trees and foliage because Wood Elves becoming basically crippled when fighting in a forest sounds pretty lame.

    This is the biggest WE mechanic I don't understand. Everything is like "HEY BE IN THE FOREST WITH ARCHERS" but then half of my ammo is wasted on the trees directly in front of them....
    personal opinion in this regard:
    i have no problem if wood elves that are in the forest dont have problems with the trees (or maybe only far less.)... but completely anilihating the normal advantage for all other factions to use the forest? Nah...

    so:
    Some kind of "buff" for their arrow hit chance or however you wanna call it while htey are shooting from inside the forest: OK
    When they and their opponents are inside the forest: also ok
    when they are firing INTO the forest: i dont think that would be that fair... if a faction places his units strategicaly in a forest and the WE player keeps his units open in plain sight (and maybe a unit or two to spot them) the Wood elf player shouldnt be "rewarded" (since the enemy Ranged units would still have problems firing to the outside) for NOT using hte forest
    I think that using the same tactics against every faction is ridiculous. Yes, we should remove advantages from players hiding in the woods when fighting Wood Elves who have trained their entire lives with a bow shooting in the most dense forests in the Old World. You should have to rethink how you fight one faction from another, other than based on their compositions.

    Also, contrary to the arguments I've seen here, this suggestions makes forests matter MORE on the map. When you're fighting Wood Elves you actually have to avoid segments of the maps that you would have otherwise benefited from. That's extremely interesting from a tactical perspective.
    so if i have to defend myself from wood elves in any mode i'm gonna try to camp in a corner with now forest what so ever and let my artilelry deal with any kind of elf i see
    That's not an argument. You can use that tactic against literally any race with the about the same amount of effectiveness, except you'll probably have more difficulties just sitting there considering the elves are range-focused and backed up by monsters.
    well then... bring me the agent orange and the napalm... then these pesky princesses can try to hide as much in the woods as they want

    and while they are more range focused and backed up by monsters they are squishy... so with a nice salvo of different types of cannons or rockets... well...

    it's simple... yes right now you can use htat tactic VS any race... yet hte WEs will make any type of moving around as long as there is a forest around rather dangerous... if playerso n the other hand can use the forest alteast partially for their own advantage there is something to encourage them to try anything else
    The Empire still hasn't gotten their FLC LL. We need Marius Leitdorf of Averland!

    Where is Boris Todbringer? Have you seen him? For a Middenland DLC with Boris and the Ar-Ulric!

    Every wrong is recorded. Every slight against us, page after page, ETCHED IN BLOOD!

    Queek could smell their hatred, ratcheted to a degree that even he could not evoke in their simple hearts. He stepped over the old orange-fur’s body, eager to see for himself what it was they saw. But he heard it first.
    'Waaaaaaaggh! Gorfang!'
  • RowYerboat#9411RowYerboat#9411 Registered Users Posts: 1,171
    I don't mind trees providing SOME cover against elven archers, but it does seem that at least a decent degree of penetration is necessary.
  • soondragon76soondragon76 Registered Users Posts: 52
    edited December 2016

    I noticed that in my first fight on an all-forest map, my Elven archers scored close to no kills due to the trees getting in the way.

    I propose that Elven arrows clip through trees and foliage because Wood Elves becoming basically crippled when fighting in a forest sounds pretty lame.

    This is the biggest WE mechanic I don't understand. Everything is like "HEY BE IN THE FOREST WITH ARCHERS" but then half of my ammo is wasted on the trees directly in front of them....
    personal opinion in this regard:
    i have no problem if wood elves that are in the forest dont have problems with the trees (or maybe only far less.)... but completely anilihating the normal advantage for all other factions to use the forest? Nah...

    so:
    Some kind of "buff" for their arrow hit chance or however you wanna call it while htey are shooting from inside the forest: OK
    When they and their opponents are inside the forest: also ok
    when they are firing INTO the forest: i dont think that would be that fair... if a faction places his units strategicaly in a forest and the WE player keeps his units open in plain sight (and maybe a unit or two to spot them) the Wood elf player shouldnt be "rewarded" (since the enemy Ranged units would still have problems firing to the outside) for NOT using hte forest
    I think that using the same tactics against every faction is ridiculous. Yes, we should remove advantages from players hiding in the woods when fighting Wood Elves who have trained their entire lives with a bow shooting in the most dense forests in the Old World. You should have to rethink how you fight one faction from another, other than based on their compositions.

    Also, contrary to the arguments I've seen here, this suggestions makes forests matter MORE on the map. When you're fighting Wood Elves you actually have to avoid segments of the maps that you would have otherwise benefited from. That's extremely interesting from a tactical perspective.
    so if i have to defend myself from wood elves in any mode i'm gonna try to camp in a corner with now forest what so ever and let my artilelry deal with any kind of elf i see
    That's not an argument. You can use that tactic against literally any race with the about the same amount of effectiveness, except you'll probably have more difficulties just sitting there considering the elves are range-focused and backed up by monsters.
    well then... bring me the agent orange and the napalm... then these pesky princesses can try to hide as much in the woods as they want

    and while they are more range focused and backed up by monsters they are squishy... so with a nice salvo of different types of cannons or rockets... well...

    it's simple... yes right now you can use htat tactic VS any race... yet hte WEs will make any type of moving around as long as there is a forest around rather dangerous... if playerso n the other hand can use the forest alteast partially for their own advantage there is something to encourage them to try anything else
    I still don't understand your "sit back and fire the artillery" argument. Again, that would be just as effective as it is now. It has absolutely no connection whatsoever to the discussion at hand, yet you continue to try and apply it anyway.

    Now that aside, my issue with your argument is that players SHOULDN'T be charging into areas of the map where Wood Elves SHOULD have the upper hand. That should be an absolutely asinine strategy, and yet you're arguing that it should be a GOOD strategy.

    Let's look at it from a historical perspective. Look at the Vietnam War. The Vietnamese in this case take the place of the Wood Elves and the Americans take the place of, let's say, the Empire. The Americans were at an extreme disadvantage against the Vietnamese. Even though they were technically the superior force, they had a very hard time because they were fighting in an area where the enemy had the advantage.

    That should be how it works in Warhammer. You shouldn't expect to use the forests to fight the WOOD Elves. That is their territory, as it should be. Humans, Dwarves, and Greenskins beware.
  • TheGuardianOfMetal#3661TheGuardianOfMetal#3661 Registered Users Posts: 14,704
    edited December 2016


    That should be how it works in Warhammer. You shouldn't expect to use the forests to fight the WOOD Elves. That is their territory, as it should be. Humans, Dwarves, and Greenskins beware.

    it's also beastmen territory...and they would then be at a disadvantage when fighting in the woods...

    so... i guess the WEs should get some real disadvantages in underground battles? since htat's Dwarven/Skaven/Greenskin territory? OR in open field battles? Since that's Chaos/Empire/Bretonia territory?
    The Empire still hasn't gotten their FLC LL. We need Marius Leitdorf of Averland!

    Where is Boris Todbringer? Have you seen him? For a Middenland DLC with Boris and the Ar-Ulric!

    Every wrong is recorded. Every slight against us, page after page, ETCHED IN BLOOD!

    Queek could smell their hatred, ratcheted to a degree that even he could not evoke in their simple hearts. He stepped over the old orange-fur’s body, eager to see for himself what it was they saw. But he heard it first.
    'Waaaaaaaggh! Gorfang!'
  • soondragon76soondragon76 Registered Users Posts: 52
    edited December 2016


    That should be how it works in Warhammer. You shouldn't expect to use the forests to fight the WOOD Elves. That is their territory, as it should be. Humans, Dwarves, and Greenskins beware.

    so... i guess the WEs should get some real disadvantages in underground battles? since htat's Dwarven/Skaven/Greenskin territory? OR in open field battles? Since that's Chaos/Empire/Bretonia territory?
    Yes, they should. We should support increased tactical diversity among the races.
  • TheGuardianOfMetal#3661TheGuardianOfMetal#3661 Registered Users Posts: 14,704
    edited December 2016
    but well.. how about simply bringin bakc the burning mechanics from Attila (in the sense of spreading fire)... a few salvos of hell storm rockets intot he woods and "we don't need no water let the.... burn. burn .... burn!"

    and again: so what's your take on the beastmen using the forrest VS wood elves?

    also it would give the WEs these disadvantages on a huge amount of maps in the game, especially if the forest isnt at startegicaly useful locations or nearly non existant
    The Empire still hasn't gotten their FLC LL. We need Marius Leitdorf of Averland!

    Where is Boris Todbringer? Have you seen him? For a Middenland DLC with Boris and the Ar-Ulric!

    Every wrong is recorded. Every slight against us, page after page, ETCHED IN BLOOD!

    Queek could smell their hatred, ratcheted to a degree that even he could not evoke in their simple hearts. He stepped over the old orange-fur’s body, eager to see for himself what it was they saw. But he heard it first.
    'Waaaaaaaggh! Gorfang!'
  • Gael40Gael40 Registered Users Posts: 258

    The solution proposed; allowing missiles to clip through trees whether for the Wood Elves only or all races, would introduce major balance issues because TW games have always had woodlands work as protective cover from missiles. It would mean Warhammer maps becoming yet more tactically inert and make worse the existing tactical shallowness harming the game.
    No, they would actually make Wood Elves play like Wood Elves instead of TWA's Alani or R2's nomads, who both were strongest on flat, plain, featureless maps which is totally backwards from how they should work.

    How would that make the game more shallow? It would do the opposite, give them a definite faction advantage on the battlefield.

    Here's mine: enable obstruction(units won't fire if target is obstructed) but enable missile units in fire-at-will mode to have more than one target: the primary target plus two passive ones.
    Already in the game for WE elite units like Waywatchers, they can split what they shoot at.

    Doesn't solve the issue one bit.
    It would be a problem because the Wood Elves are supposed to benefit from being in woods, but your change would make it so not only do they benefit from being in and shooting from the woods, they would have an advantage against other races who are in woods even when the Wood Elves themselves are not. That is a buff which is more significant than the one CA gave them.
    Bwa-ha-ha!

    People who try to hide from Wood Elves by running into the woods deserve to be punished for their foolishness.

    And yes, Waywatchers work like you suggested, individual models can target different targets from their main one if they don't have a clear shot. It doesn't solve the issue one bit, in all forest maps they become useless because they can't hit anything unless they're standing right besides it.

    How would you solve that issue? You haven't made any suggestion for all-forest maps. I'm eager to listen.

    No you're not, otherwise you'd realise my suggestion is different to what the Waywatchers currently do. Their multi-target is not what I am proposing and what I am proposing is in the context of obstruction mechanics working properly with trees.

    Your response to the very serious balance issues with non-woodland standing Wood Elves having a huge buff against anyone else who is in woodland shows you have not a single damn argument.
    You don't get it though... This has nothing to do with the "obstruction mechanic". In TW when a unit is obstructed (for exemple when its target is in melee with a friendly unit of the same size) it cannot shoot at all. Trees DONT COUNT as obstruction, your archers will still fire, but 80% of the arrows will get stuck against trees, even if you're close to the clearing.

    A solution to still have trees offer some protection but incentivize Putting your archers in forests would be to have wood elves ignore trees close to them, but not trees in a certain radius around their targets. It would require a bit of coding but nothing impossible.
  • Commissar_G#7535Commissar_G#7535 Registered Users Posts: 16,380
    You guys managed to find some trees to use?

    My Athel Loren has looked more like The Shire.

    500% more trees please.
    MarcusLivius: You are indeed a lord of entitlement.
  • soondragon76soondragon76 Registered Users Posts: 52

    but well.. how about simply bringin bakc the burning mechanics from Attila (in the sense of spreading fire)... a few salvos of hell storm rockets intot he woods and "we don't need no water let the.... burn. burn .... burn!"

    and again: so what's your take on the beastmen using the forrest VS wood elves?

    Beastmen still get benefits from the forest beyond using it as cover from archer fire, so also not an argument. Give Beastmen increased missile resistance to archer fire while in forests if you want. There, problem solved.
  • TheGuardianOfMetal#3661TheGuardianOfMetal#3661 Registered Users Posts: 14,704

    but well.. how about simply bringin bakc the burning mechanics from Attila (in the sense of spreading fire)... a few salvos of hell storm rockets intot he woods and "we don't need no water let the.... burn. burn .... burn!"

    and again: so what's your take on the beastmen using the forrest VS wood elves?

    Beastmen still get benefits from the forest beyond using it as cover from archer fire, so also not an argument. Give Beastmen increased missile resistance to archer fire while in forests if you want. There, problem solved.
    that would make the woods an even better cover for them VS other opponents... so no... not problem solved... because that might change the balance in other areas...(this is assuming that the beastmen are/will be competitive with the other factions)
    The Empire still hasn't gotten their FLC LL. We need Marius Leitdorf of Averland!

    Where is Boris Todbringer? Have you seen him? For a Middenland DLC with Boris and the Ar-Ulric!

    Every wrong is recorded. Every slight against us, page after page, ETCHED IN BLOOD!

    Queek could smell their hatred, ratcheted to a degree that even he could not evoke in their simple hearts. He stepped over the old orange-fur’s body, eager to see for himself what it was they saw. But he heard it first.
    'Waaaaaaaggh! Gorfang!'
  • soondragon76soondragon76 Registered Users Posts: 52

    but well.. how about simply bringin bakc the burning mechanics from Attila (in the sense of spreading fire)... a few salvos of hell storm rockets intot he woods and "we don't need no water let the.... burn. burn .... burn!"

    and again: so what's your take on the beastmen using the forrest VS wood elves?

    Beastmen still get benefits from the forest beyond using it as cover from archer fire, so also not an argument. Give Beastmen increased missile resistance to archer fire while in forests if you want. There, problem solved.
    that would make the woods an even better cover for them VS other opponents... so no... not problem solved... because that might change the balance in other areas...(this is assuming that the beastmen are/will be competitive with the other factions)
    If Beastmen are harder for Wood Elves to hit while in the forest why wouldn't they be even harder for other races to hit while in the forest as well?
  • ArecBalrin#2350ArecBalrin#2350 Registered Users Posts: 3,027
    Soukie said:

    The solution proposed; allowing missiles to clip through trees whether for the Wood Elves only or all races, would introduce major balance issues because TW games have always had woodlands work as protective cover from missiles. It would mean Warhammer maps becoming yet more tactically inert and make worse the existing tactical shallowness harming the game.
    No, they would actually make Wood Elves play like Wood Elves instead of TWA's Alani or R2's nomads, who both were strongest on flat, plain, featureless maps which is totally backwards from how they should work.

    How would that make the game more shallow? It would do the opposite, give them a definite faction advantage on the battlefield.

    Here's mine: enable obstruction(units won't fire if target is obstructed) but enable missile units in fire-at-will mode to have more than one target: the primary target plus two passive ones.
    Already in the game for WE elite units like Waywatchers, they can split what they shoot at.

    Doesn't solve the issue one bit.
    It would be a problem because the Wood Elves are supposed to benefit from being in woods, but your change would make it so not only do they benefit from being in and shooting from the woods, they would have an advantage against other races who are in woods even when the Wood Elves themselves are not. That is a buff which is more significant than the one CA gave them.
    Bwa-ha-ha!

    People who try to hide from Wood Elves by running into the woods deserve to be punished for their foolishness.

    And yes, Waywatchers work like you suggested, individual models can target different targets from their main one if they don't have a clear shot. It doesn't solve the issue one bit, in all forest maps they become useless because they can't hit anything unless they're standing right besides it.

    How would you solve that issue? You haven't made any suggestion for all-forest maps. I'm eager to listen.

    No you're not, otherwise you'd realise my suggestion is different to what the Waywatchers currently do. Their multi-target is not what I am proposing and what I am proposing is in the context of obstruction mechanics working properly with trees.

    Your response to the very serious balance issues with non-woodland standing Wood Elves having a huge buff against anyone else who is in woodland shows you have not a single damn argument.
    You don't get it though... This has nothing to do with the "obstruction mechanic". In TW when a unit is obstructed (for exemple when its target is in melee with a friendly unit of the same size) it cannot shoot at all. Trees DONT COUNT as obstruction, your archers will still fire, but 80% of the arrows will get stuck against trees, even if you're close to the clearing.

    A solution to still have trees offer some protection but incentivize Putting your archers in forests would be to have wood elves ignore trees close to them, but not trees in a certain radius around their targets. It would require a bit of coding but nothing impossible.
    The point has gone straight over your head and you are literally talking nonsense right now in regards to my comments. I'm not going to bang my head against a wall any more in trying to simplify the already simple.

    Your idea won't work because missile units in Warhammer have terrible range compared with the older Total Wars; the firing arcs are low and the trees are tall. So they can't shoot over them(and in the games were high arcs happened it was with greatly reduced accuracy) and the tiny range would incorporate a lot of the radius around the target.

  • TheGuardianOfMetal#3661TheGuardianOfMetal#3661 Registered Users Posts: 14,704

    Soukie said:

    The solution proposed; allowing missiles to clip through trees whether for the Wood Elves only or all races, would introduce major balance issues because TW games have always had woodlands work as protective cover from missiles. It would mean Warhammer maps becoming yet more tactically inert and make worse the existing tactical shallowness harming the game.
    No, they would actually make Wood Elves play like Wood Elves instead of TWA's Alani or R2's nomads, who both were strongest on flat, plain, featureless maps which is totally backwards from how they should work.

    How would that make the game more shallow? It would do the opposite, give them a definite faction advantage on the battlefield.

    Here's mine: enable obstruction(units won't fire if target is obstructed) but enable missile units in fire-at-will mode to have more than one target: the primary target plus two passive ones.
    Already in the game for WE elite units like Waywatchers, they can split what they shoot at.

    Doesn't solve the issue one bit.
    It would be a problem because the Wood Elves are supposed to benefit from being in woods, but your change would make it so not only do they benefit from being in and shooting from the woods, they would have an advantage against other races who are in woods even when the Wood Elves themselves are not. That is a buff which is more significant than the one CA gave them.
    Bwa-ha-ha!

    People who try to hide from Wood Elves by running into the woods deserve to be punished for their foolishness.

    And yes, Waywatchers work like you suggested, individual models can target different targets from their main one if they don't have a clear shot. It doesn't solve the issue one bit, in all forest maps they become useless because they can't hit anything unless they're standing right besides it.

    How would you solve that issue? You haven't made any suggestion for all-forest maps. I'm eager to listen.

    No you're not, otherwise you'd realise my suggestion is different to what the Waywatchers currently do. Their multi-target is not what I am proposing and what I am proposing is in the context of obstruction mechanics working properly with trees.

    Your response to the very serious balance issues with non-woodland standing Wood Elves having a huge buff against anyone else who is in woodland shows you have not a single damn argument.
    You don't get it though... This has nothing to do with the "obstruction mechanic". In TW when a unit is obstructed (for exemple when its target is in melee with a friendly unit of the same size) it cannot shoot at all. Trees DONT COUNT as obstruction, your archers will still fire, but 80% of the arrows will get stuck against trees, even if you're close to the clearing.

    A solution to still have trees offer some protection but incentivize Putting your archers in forests would be to have wood elves ignore trees close to them, but not trees in a certain radius around their targets. It would require a bit of coding but nothing impossible.
    The point has gone straight over your head and you are literally talking nonsense right now in regards to my comments. I'm not going to bang my head against a wall any more in trying to simplify the already simple.

    Your idea won't work because missile units in Warhammer have terrible range compared with the older Total Wars; the firing arcs are low and the trees are tall. So they can't shoot over them(and in the games were high arcs happened it was with greatly reduced accuracy) and the tiny range would incorporate a lot of the radius around the target.

    maybe compared to Medieval II... but for me it doestn appear to be that much more terrible than Rome or Attila to a certain degree... but i'd really like to have bigger maps and more range... maybe less damage on ranged units, more ammo... slower units... and slower combat...
    The Empire still hasn't gotten their FLC LL. We need Marius Leitdorf of Averland!

    Where is Boris Todbringer? Have you seen him? For a Middenland DLC with Boris and the Ar-Ulric!

    Every wrong is recorded. Every slight against us, page after page, ETCHED IN BLOOD!

    Queek could smell their hatred, ratcheted to a degree that even he could not evoke in their simple hearts. He stepped over the old orange-fur’s body, eager to see for himself what it was they saw. But he heard it first.
    'Waaaaaaaggh! Gorfang!'
  • Gael40Gael40 Registered Users Posts: 258

    Soukie said:

    The solution proposed; allowing missiles to clip through trees whether for the Wood Elves only or all races, would introduce major balance issues because TW games have always had woodlands work as protective cover from missiles. It would mean Warhammer maps becoming yet more tactically inert and make worse the existing tactical shallowness harming the game.
    No, they would actually make Wood Elves play like Wood Elves instead of TWA's Alani or R2's nomads, who both were strongest on flat, plain, featureless maps which is totally backwards from how they should work.

    How would that make the game more shallow? It would do the opposite, give them a definite faction advantage on the battlefield.

    Here's mine: enable obstruction(units won't fire if target is obstructed) but enable missile units in fire-at-will mode to have more than one target: the primary target plus two passive ones.
    Already in the game for WE elite units like Waywatchers, they can split what they shoot at.

    Doesn't solve the issue one bit.
    It would be a problem because the Wood Elves are supposed to benefit from being in woods, but your change would make it so not only do they benefit from being in and shooting from the woods, they would have an advantage against other races who are in woods even when the Wood Elves themselves are not. That is a buff which is more significant than the one CA gave them.
    Bwa-ha-ha!

    People who try to hide from Wood Elves by running into the woods deserve to be punished for their foolishness.

    And yes, Waywatchers work like you suggested, individual models can target different targets from their main one if they don't have a clear shot. It doesn't solve the issue one bit, in all forest maps they become useless because they can't hit anything unless they're standing right besides it.

    How would you solve that issue? You haven't made any suggestion for all-forest maps. I'm eager to listen.

    No you're not, otherwise you'd realise my suggestion is different to what the Waywatchers currently do. Their multi-target is not what I am proposing and what I am proposing is in the context of obstruction mechanics working properly with trees.

    Your response to the very serious balance issues with non-woodland standing Wood Elves having a huge buff against anyone else who is in woodland shows you have not a single damn argument.
    You don't get it though... This has nothing to do with the "obstruction mechanic". In TW when a unit is obstructed (for exemple when its target is in melee with a friendly unit of the same size) it cannot shoot at all. Trees DONT COUNT as obstruction, your archers will still fire, but 80% of the arrows will get stuck against trees, even if you're close to the clearing.

    A solution to still have trees offer some protection but incentivize Putting your archers in forests would be to have wood elves ignore trees close to them, but not trees in a certain radius around their targets. It would require a bit of coding but nothing impossible.
    The point has gone straight over your head and you are literally talking nonsense right now in regards to my comments. I'm not going to bang my head against a wall any more in trying to simplify the already simple.

    Your idea won't work because missile units in Warhammer have terrible range compared with the older Total Wars; the firing arcs are low and the trees are tall. So they can't shoot over them(and in the games were high arcs happened it was with greatly reduced accuracy) and the tiny range would incorporate a lot of the radius around the target.

    I don't think you quite understood what I wrote... Nowhere did I write anything remotely related to shooting over trees.

    As for you point, maybe you should try making it a little bit clearer. Then we can have a discussion.
  • ArecBalrin#2350ArecBalrin#2350 Registered Users Posts: 3,027
    Soukie said:

    Soukie said:

    The solution proposed; allowing missiles to clip through trees whether for the Wood Elves only or all races, would introduce major balance issues because TW games have always had woodlands work as protective cover from missiles. It would mean Warhammer maps becoming yet more tactically inert and make worse the existing tactical shallowness harming the game.
    No, they would actually make Wood Elves play like Wood Elves instead of TWA's Alani or R2's nomads, who both were strongest on flat, plain, featureless maps which is totally backwards from how they should work.

    How would that make the game more shallow? It would do the opposite, give them a definite faction advantage on the battlefield.

    Here's mine: enable obstruction(units won't fire if target is obstructed) but enable missile units in fire-at-will mode to have more than one target: the primary target plus two passive ones.
    Already in the game for WE elite units like Waywatchers, they can split what they shoot at.

    Doesn't solve the issue one bit.
    It would be a problem because the Wood Elves are supposed to benefit from being in woods, but your change would make it so not only do they benefit from being in and shooting from the woods, they would have an advantage against other races who are in woods even when the Wood Elves themselves are not. That is a buff which is more significant than the one CA gave them.
    Bwa-ha-ha!

    People who try to hide from Wood Elves by running into the woods deserve to be punished for their foolishness.

    And yes, Waywatchers work like you suggested, individual models can target different targets from their main one if they don't have a clear shot. It doesn't solve the issue one bit, in all forest maps they become useless because they can't hit anything unless they're standing right besides it.

    How would you solve that issue? You haven't made any suggestion for all-forest maps. I'm eager to listen.

    No you're not, otherwise you'd realise my suggestion is different to what the Waywatchers currently do. Their multi-target is not what I am proposing and what I am proposing is in the context of obstruction mechanics working properly with trees.

    Your response to the very serious balance issues with non-woodland standing Wood Elves having a huge buff against anyone else who is in woodland shows you have not a single damn argument.
    You don't get it though... This has nothing to do with the "obstruction mechanic". In TW when a unit is obstructed (for exemple when its target is in melee with a friendly unit of the same size) it cannot shoot at all. Trees DONT COUNT as obstruction, your archers will still fire, but 80% of the arrows will get stuck against trees, even if you're close to the clearing.

    A solution to still have trees offer some protection but incentivize Putting your archers in forests would be to have wood elves ignore trees close to them, but not trees in a certain radius around their targets. It would require a bit of coding but nothing impossible.
    The point has gone straight over your head and you are literally talking nonsense right now in regards to my comments. I'm not going to bang my head against a wall any more in trying to simplify the already simple.

    Your idea won't work because missile units in Warhammer have terrible range compared with the older Total Wars; the firing arcs are low and the trees are tall. So they can't shoot over them(and in the games were high arcs happened it was with greatly reduced accuracy) and the tiny range would incorporate a lot of the radius around the target.

    I don't think you quite understood what I wrote... Nowhere did I write anything remotely related to shooting over trees.

    As for you point, maybe you should try making it a little bit clearer. Then we can have a discussion.
    Ok, at this point I think you're a troll. I was pointing out the obvious flaw in your idea: the trees are too tall considering the tiny range of missile units compared to previous Total War games. Either English isn't your first language or you're pretending to not understand it.
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