I tried to play an Immortal Empires campaign for Daemons of Chaos a couple of times on normal difficulty.
Around the 50 turn mark, the Warhost of the Apocalypse under Archaon the Everchosen will declare war on you. Archaon's army will be pretty powerful, but it's a winnable battle. The problem is is that Warhost of the Apocalypse will usually have more than one army and they will have two Norsca vassal factions that will also declare war on you and attack you, Kul and Tong. Kul and Tong will make a straight bee line for you and attack you once Warhost of the Apocalypse declares war on you, oftentimes with more than one army each. I've lost the campaign twice now. The problem is that too many armies from three different factions will attack you too early in the game for you to be able to repel them. I feel like their aggression towards you should be scaled down, at least for the two Norsca vassal factions, Kul and Tong.
I've won several campaigns on hard difficulty playing as other races in Total War Warhammer 2 and 3, so I really don't think my own skill level is the problem. The fact that I've lost this campaign twice now on just normal difficulty should be pretty telling that the Daemons of Chaos campaign in Immortal Empires is too hard.
(The rest of you can comment and tell me that I just suck, I don't care.)
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https://forums.totalwar.com/discussion/323940/buff-for-legion-of-chaos-ll-aka-daniel-make-him-more-than-woc-daemon
on ideas forum.
Their economy is another problem. I think we should convince CA that Demons of Chaos and Daniel (their LL) need some love and work not just lowering aversion and aggresivnes toward him.
Soo it's not you, it's him.
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2 · Disagree 2AgreeI think even a blanket buff on all daemonic units for all Daemonic factions (so not for WoC) would help. Units shared between factions should have modifiers to be stronger when used by their main faction, as in:
- Daemons available to Daniel should be stronger (thinking ~20%) than Daemons available to WoC.
- Daemons of Nurgle available to Ku'gath should be stronger (~20%) than those available to WoC, except Ku'gath's that should be a bit stronger (~10%) than regular, for instance, Archaon's
This does not need to be baseline, instead it could be achieved by research or LL factionwide effects through skill trees.
Speaking of research, Daniel needs to have a normal skill tree and a normal technology tree.
I would also add Hit Point and Casualty Replenishment bonuses to daemonic units that depend on the amount of Winds of Magic available - the more is available, the more HP and more CR daemons have. Winds of Magic is the sole reason Daemons can exist in the world. Combine it with (preferred) Chaos Corruption for more effect - daemons of Khorne in army with maximum Winds and 100 Khorne corruption should replenish 50% of original size in one turn.
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2 · Disagree 2Agree