The adoption of TK-like mechanics and a special currency for Horde cap upgrades should be adopted going forward for other hordes. Namely Warriors of Chaos. Getting stronger by fighting is the way to go.
Hordes finally feel like hordes. Being able to block resettlement is also an essential feature to avoid playing whack-a-mole and truly burn down the world Chaos style.
Implementation probably needs some balancing but the general principles are finally there after years of attempts.
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It is still better than before but ca buffed them too much.
Can't wait to see what they will do with warriors of chaos tough.
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2 · 2Disagree 2AgreeSo you lose money if they get raided and can establish trade agreements.
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0 · 7Disagree Agree- Report
3 · Disagree 3Agree- Report
0 · 3Disagree Agree- Report
0 · Disagree AgreeHaving so much recruitment with free units that cost no upkeep means you really aren't punished for losing battles, and don't have to worry about your economy. The only things to spend money on are buildings and items/followers. The campaign could probably do with at least a recruitment cost for units, even if it's a reduced one.
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1 · 3Disagree 1AgreeMy impressions so far is that, apart from the reduced difficulty, the Beastmen campaign is currently the most fun in the game.
The armies are very malleable and it is possible to change a good part of it from one turn to the other, added to a more optimized construction chain, this generates the two things that make me find this faction the best today:
-Ability to try more things, I think I've recruited all possible units at least once, even just one just to get a taste of the gameplay.
-ability to easily adapt armies to atual enemies.
I would 100% recommend Beastmen to any player.
The biggest problem in my opinion is elite unit recruitment, recruiting 10 ungors in one turn is OK.
But recruiting a lot of elite in one turn makes it too easy.
Elite units should consume more recruiting spaces, for example.
Ungors should cost 1 space, bestgors 3 or 4.
recruiting in just one turn is OK, but the real problem I see is recruiting too many elite units too quickly, it's a power boom when the player starts rebuilding a lost army.
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1 · Disagree 1AgreeAlso, I'm hoping these improved Tomb Kings features that Beastmen and Dwarves got can be kicked back to Tomb Kings in game three.
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0 · Disagree AgreeOn the otherside of things, like Grom, Sisters, and Throt, they're very, very powerful. Maybe the cost for unit/hero capacities can be adjusted slightly according to difficulty to slow the player down on VH/L. Or the amount of marks of ruination for each level could be increased. Or both.
Another small complaint is the horde building tree. There is very little reason to fill out your horde. Buildings are expensive to upgrade and you aren't getting much for doing so. Best to just get the building that produces the unit you're focusing as well as the currency one, maybe a hero one in certain hordes and forget about everything else. There should be something that makes you or encourages you to get these buildings. Maybe some relevant RoR could be unlocked this way. Maybe something currency related.
That's about it. Excellent experience. Probably a top 4 race for me now.
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1 · Disagree 1Agree- Report
0 · Disagree AgreeFor those who say it's too easy, play it on a harder difficulty, on legendary. It's a whole different beast and you need to be tactical and on the move, it truly is total war carnage.
"Surrender and serve me in life, or die and slave for me in death." - Vlad von Carstein
Kislev - from darkness to light.19/3
My steam workshop - mods.
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1 · Disagree 1AgreeBeastmen to me was face roll easy. WoC was easy for me too. There are so many buffs in campaign you end up gaining Walmart status because you're too big to fail.
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0 · Disagree Agree