It seems that recently my faster infantry can't seem to catch enemy foot units after you have won the battle. Like I had gor herd units chasing empire archers across the whole map and they couldn't catch them. 12 points faster and both very tired. Always just out of reach. It seems to be happening with lots of factions like as the lizard men I had trouble chasing dwarves.
I like all the races. Equally. Wood elves are just the first among equals.
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0 · Disagree AgreeI've also had a big issue where Ranged and Artillery units will forget they can shoot and try to move to engage in melee, even if they aren't in melee mode. This is especially bad in sieges when artillery and archers will walk right up to the walls.
Also, does anyone know if that bug has been fixed that causes buffs and debuffs to do the opposite and become permanent?
Vampire Counts
Bretonnia
Lizardmen
Dark Elves
High Elves
Skaven
Greenskins
Dwarfs
Wood Elves
Beastmen
Missing Factions Series
Dogs of War part 1
Dogs of War part 2
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2 · Disagree AgreeMost others not so much.
But you do need a considerable advantage to meaningfully catch a fleeing unit (at least 10 speed over them). Also many units attack animations aren't very good for attacking fleeing units (which is why cavalry are usually bad at it, despite it being one of their biggest jobs both in the real world and on the Warhammer tabletop).
If you want to really hurt units on the run down, skirmish archer cavalry are fantastic for it. Send a pack of Marauder Horsemen after something and it's not reaching the map border. Skaven Deathrunners as well. And if you really want a fleeing lord or hero dead, Snikch is unrivalled.
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0 · Disagree AgreeSorry, CA, but only Skaven are supposed to run faster when broken...
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0 · Disagree AgreeI really hate that you have to spam click to get AI units out of combat as well.
On topic, yeah it does seem like that. I know skaven are supposed too but it seems like everyone does now
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