So, I'm glad to see that Wallbreaker is in the game on giant monsters like the Giant and Stonehorn, but it being on the ogres themselves seems quite excessive. Is this exclusive to the OK or will other monstrous infantry get it as well such as Kroxigors and Trolls? They're already capable of attacking doors which is cool, but smashing down the walls sounds overkill, that's akin to regular infantry chopping down the doors. IMO Wallbreaker only makes sense on very specific units, the most massive and powerful of SEMs (Shaggoths, Dread Saurians, Giants, Mammoths, etc) or on specialist units such as Warp Grinders and Dwarfen Miners.
Honestly it just seems like sieges are just being even more trivialized. There's no reason that monstrous infantry like ogres can't make a big ramp/siege tower to get onto the walls or scale them from the inside.
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Except maybe Vlad. But that would look badass and I want it now that I think about it.
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3 · 4Disagree 3AgreeIt only further encourages you to abandon them immediately.
I'm okay with it being a trait, but it should take a more significant amount of time.
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13 · Disagree 13Agree- Report
10 · Disagree 10AgreeDefinitely not ideal, so let's hope it's Ogre specific
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0 · 1Disagree Agree- Report
7 · 3Disagree 7AgreeBit weird for Kroxies and dragon ogres not tho if ogres could.
Ooohh but if Animated Hulks could maybe they might be used for once!
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1 · 2Disagree 1Agree- Report
0 · Disagree AgreeLike, at all.
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8 · 4Disagree 8AgreeTroll has S5
Treekin has S5
Rat Ogre has S5
Dragon Ogre would be S5 too, but they are Monstrous Beasts not Monstrous Infantry like the rest mentioned here.
Kroxigor has S4
Generic Ogre is S4. The more elite ones (Maneater, characters) have 5.
Fimir Warriors have S4
Monstrous Infantry while mostly around the same stats can have some different attributes depending on race/lore and possible extra equipment. In case of Ogres for example, when Ironguts with S4 wield Great Weapons for S+2, they would be on Ushabti strength level. Same goes for Fimir and probably Kroxigor (to lazy to pick up the armybook). Generic Ogres are certainly strong but not the strongest of the bunch. So every Ogre getting Wallbreaker is indeed a bit weird.
Yes, it might be because they can't climb walls. But neither do the other MI candidates. We can argue here that a Tomb King army will not mostly have Ushabti, but lets say I make a whole Ushabti stack. Should they then not also be Wallbreakers?
We had so far not seen much MI, since Cathay and Kislev have none. So besides Ogre Kingdoms the only other to keep an eye on would be recolored Chaos Spawns and Minotaurs. Anyone noticed if they got Wallbreaker too? Because if so, then it might become a generic MI special rule for game#3
-----Red Dox
Missing units and other possible stuff (work in Progress)
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6 · Disagree 6Agree- Report
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1 · 1Disagree 1AgreeOn the defense WH2 sieges solved essentially on the flag square since that was the only defensible place of the map. Various layouts made this arbitrarily easier or harder, but still that you would abandon insta the wall (except for Skaven and LM due to op towers) and (try to) create a killzone on the entrance to the flag square.
I disliked this since it made siege battles feel like some rushed project barely put in the game a week before launch. Bloody hell how i couldn't given how they would give you cannons (i repeat, cannons) that you couldn't neither put on the walls nor beyond them. Walls bloody felt an issue rather than a tool: almost a forced nerf for the defender.
Attack even wasn't great: you could from one side set a static artillery line to bombard the enemy from range, but would see no resistance from mobile units (which were kept for some reason in the flag square) nor there were any long-range tools the enemy could use to snipe my artillery; from the other you could send a half-stack of SEM to rush the gate, and since the AI's pathing is good like a fist in the face they couldn't use ranged troops to seriously damage them.
And is not like those armies shouldn't perform well in sieges. They should (i picked them for that reason), just, the enemy should have some tools to punish their bad use.
Now, what did the the siege rework do to fix this? On the defense, they made more deadly choke points, and on the offensive they made the AI split their forces so you can pick them apart more easily with melee troops (and apparently reduce the number of towers for some sides). It made them just easier, but no more interesting tactically.
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0 · 3Disagree AgreeAs far as the topic:
It actually makes some sense for Ogres to get it, but not all necessarily monstrous infantry from other factions. Ogres don't care about the walls. They don't want them even if they take the city. They don't really get the concept of building things that can last.
Kroxigors, are pretty dumb, but they're also part of a civilization that uses fortifications, and primarily serve to help with their construction. Breaking down walls doesn't really fit their goals.
For minotaurs and spawn, such a point doesn't really hold though, since beastmen universally HATE cities (Being driven mad by "civilization" is an important part of their lore), and Spawn are pretty much completely mindless.
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0 · 1Disagree AgreeStill not in the mood to pick up the Lizard armybook to check if actually 5 there
-----Red Dox
Missing units and other possible stuff (work in Progress)
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1 · 1Disagree 1Agree- Report
3 · 1Disagree 3AgreeAlso regular infantry can already break down gates or is it changed?
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0 · Disagree AgreeKill their artillery, even if it means sacrificing a unit or two of light cav or some cheap flying monsters.
Stick some half decent infantry on the walls (nothing crazy; only has to be able to beat Gnoblars).
Send anti-large infantry and missile units to defend the gate against the mass of Ogres trying to push through it. Drop AoE spells to further weaken the bobbed Ogres.
Victory.
With few options for alternative strategies, this is how most Ogre sieges would play out. Victory or defeat would hang on whether the defenders have decent mages and enough anti-large to deal with the Ogres gate assault.
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3 · Disagree 3Agree- Report
4 · Disagree 4AgreeNo point defending the walls against them if they Can insta kill the walls and doors in seconds lol
Dawis shall purge all their fallen Karaks, with the blood of the Greeskins and the skavens !
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3 · Disagree 3AgreeThe total surface is bigger than that of all gates combined, true, but not by a significant margin.
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0 · Disagree AgreeThey should have gone for wider walls and let them climb on them: maybe add a specific siege engine for them.
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2 · Disagree 2AgreeThat said, not as if CA are following TT rules. At best they look at TT stuff as a rough guide towards a design process but not in any way as a "minimum" of how a design will be processed.
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0 · Disagree AgreeYet in the game it takes more than that.
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0 · 1Disagree Agree