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What does Balefire (in the balefire corpse cart) actually do?

cool_ladcool_lad Senior MemberIndiaRegistered Users Posts: 2,278
The description for the balefire effect in the balefire corpse cart seems to indicate that it applies some sort of debuff to any enemy units around it (slowly driving them to madness). However, the actual effects listed only seem to decrease the power recharge rate in proprtion to the number of enemy units around the cart. Is there something i'm missing here? What exactly does this unit do, and is it any good when compared to its alternatives?

Comments

  • NeverUseMeBladeNeverUseMeBlade Registered Users Posts: 15
    It's gives a debuff to winds of magic like you said, the corpse cart that gives healing is better imo especially since all carts have vigor mortis.
  • Mogwai_Man#4978Mogwai_Man#4978 Registered Users Posts: 6,096
    As far as I know its an unpopular anti caster corpse cart.
  • steam_164553212385mvIygnYsteam_164553212385mvIygnY Junior Member Registered Users Posts: 738
    It's apparently favored in Vampire mirror matches in MP. Otherwise...
  • cool_ladcool_lad Senior Member IndiaRegistered Users Posts: 2,278
    Seems pretty useless from a campaign perspective then. Which is something that should be addressed by CA; units need to make sense in the campaign and not just MP.
  • steam_164553212385mvIygnYsteam_164553212385mvIygnY Junior Member Registered Users Posts: 738
    edited July 2017
    cool_lad said:

    Seems pretty useless from a campaign perspective then. Which is something that should be addressed by CA; units need to make sense in the campaign and not just MP.

    There's not really anything you can do to make anti-casting units useful in SP, where AI magic is just never a concern.

    They potentially have a niche in head to head campaigns at least.

  • Ice_cream#3641Ice_cream#3641 Registered Users Posts: 796
    cool_lad said:

    Seems pretty useless from a campaign perspective then. Which is something that should be addressed by CA; units need to make sense in the campaign and not just MP.

    Campaign is not only SP.
  • cool_ladcool_lad Senior Member IndiaRegistered Users Posts: 2,278
    Mad Mac said:

    cool_lad said:

    Seems pretty useless from a campaign perspective then. Which is something that should be addressed by CA; units need to make sense in the campaign and not just MP.

    There's not really anything you can do to make anti-casting units useful in SP, where AI magic is just never a concern.

    They potentially have a niche in head to head campaigns at least.

    True, but the niche seems a little too narrow to make sense. Even in a campaign with multiple competing vampire factions , the balefire cart seems like a bit of a waste of a slot and resources due to it's overly specialized role, which effectively renders it useless for a majority of potential battles.
  • CA_DuckCA_Duck Registered Users, CA Staff Posts: 1,679
    The Balefire Cart can potentially shut down the magic recharge of enemy casters, depending on the number of enemy units inside the radius (5 affected units is enough to stop regular power recharge when power reserve is still 60). In multiplayer it can be very good against magic reliant builds, but in campaign the Unholy Lodestone is nearly always a more reliable choice.
    Formal disclaimer: any views or opinions expressed here are those of the poster and do not necessarily represent the views or opinions of The Creative Assembly or SEGA.
  • Sultschiem#8734Sultschiem#8734 Registered Users Posts: 3,505
    The cart becomes especially more important if you have mods that improve the ai recruitment and behaviour.

    "More aggressive ai" in combination with "better ai recruitment and buildings" will give you beastmen armies that spam flock of doom/devolve on you....that thing becomes interesting for those cases, same as with Goblin Shamans.
  • Despues18Despues18 Registered Users Posts: 2
    CA_Duck said:

    The Balefire Cart can potentially shut down the magic recharge of enemy casters, depending on the number of enemy units inside the radius (5 affected units is enough to stop regular power recharge when power reserve is still 60). In multiplayer it can be very good against magic reliant builds, but in campaign the Unholy Lodestone is nearly always a more reliable choice.


    so in order to work it needs to be near enough to five units? is there a circle indicating this?
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