I'm a huge fan of Strategy, Tactics, and RPG's. I find a lot of satisfaction in both multiplayer and story-driven experiences. I'm a huge fan of Total War and also a sucker for anything WARHAMMER related. Expect plenty to choose from on the channel, besides.
I'm a three-time co-host of "The EVERCHOSEN Invitational Tournament", a Total War: WARHAMMER event run by Developers Creative Assembly.
Wanna join the community? Easy! Discord link: discord.gg/TtpBbpy
My Specs are listed below for all you geeks out there: Processor: Intel® Core™ i9 Eight-Core Processor i9-11900K (3.5GHz) 16MB Cache Motherboard: ASUS® ROG MAXIMUS XIII HERO Wi-Fi (LGA1200, USB 3.2, PCIe 4.0, SLI) Memory (RAM): 32GB Corsair VENGEANCE RGB PRO DDR4 3600MHz (2 x 16GB) Graphics Card: 12GB NVIDIA GEFORCE RTX 3080 Ti Boot Drive: 1TB SAMSUNG 980 PRO M.2 Secondary Drive: 2TB Samsung 870 QVO 2.5" SSD, SATA 6Gb/s
This is a great example of why elves are always OP in any strategy game. A ranged focused army that is also very fast pretty much means that the opponent doesn't get to play the game.
Sadly exp and cash doesn't matter of how much and what unit killed enemies. Warhammer Dark Omen have all this. Also money management, but exp got that regiment who deal damage, not who was just present in a fight.
I'm glad that's not the mechanic. XP via kills is really outdated and poor game design that makes literally no logical sense. It assumes that the only purpose of any soldier is to kill, not to route enemies, or to distract, or to suppress, or simply to refuse to waver against overwhelming odds. Unless you think that sparring only helps teach soldiers to fight if they murder their sparring partner you should realise it's dumb. Nobody is planting little flags to claim their loot in the bodies of those they slew, and enemy armies leave plenty of loot behind regardless of whether they died or ran away. The soldiers that did the least fighting are often the ones in the best shape to smash and grab everything in sight once the battle is over. Levelling doesn't even always improve a units ability to kill. +3 models to a unit makes a lot more sense if that unit survived more often. Who wants to join a really killy unit if it's wiped out every battle? Also I don't want to play a game that encourages me to whittle down the HP of an enemy so that I can charge in at the last second with the unit that needs the XP more. It's boring and dumb, and Dark Omen would be a better game without those mechanics.
@@JanetOnOccasion By killing i mean all possible outcomes. And direct killing and routing and killing fleeing enelies and supressing enemies, and just make them flee. Experience comes from exact actions. What exp do soldiers get just running all battle from enemies? I understand the bait strategy and all that, but camon in almost every game I saw there are regiment that runs and regiment that engage. And both get same exp? At least let the choices for lvl up be corresponding. Did a lot of killings - get plus attack or whatever, did nothing but running - here faster movement for you.
Battles are largely a measure of how well a unit has been trained outside of it. The only stat that should ever go up as a result of battles is discipline since the only worthwhile experience you get is being able to hold your nerve in the carnage - but that would be boring so just give everyone XP for showing up and let players decide how they're going to be trained before the next battle. Just consider the XP after each battle to be the result of time passing instead of the battle itself. Levelling by doing is always a poor system since it makes the player engage in behaviour that will provide the best bonus, instead of the best battle outcome. I don't want a levelling system that makes me choose a bad or boring strategy for the sake of making a unit better at something that I might need later. I've never seen a system accurately measure a units value, so it shouldn't try. And to specifically address your question about running all battle long; Units giving the enemy the run around all battle long while remaining cohesive would be showing an insane amount of stamina, mental fortitude, excellent manoeuvring skills, and battlefield awareness, all while being pursued relentlessly. Presumably this would be keeping a much more dangerous opponent busy while the rest of the army wins the battle. Like you the computer would probably just go "Did nothing, no XP". Just give everyone XP every battle without complication so I can play the battle how I want without having to engage with some dumb meta game that doesn't understand the value of my actions. It can't know how expertly my unit did nothing. It did nothing like a champ. It looked at the battle and knew that doing nothing was the best possibly thing it could have done and it did nothing flawlessly, winning the battle and getting it's ration of XP in the process. Bravo.
I wouldn't mind watching more of this, looks like a fun little game.. maybe something to play on weekends since SOVL didn't work out in this regard? xD
I usually call the non-playable factions "neutral threats". Much similar to the Civ Beyond Earth's aliens. You can fight them, you can co-exist with them. They aren't here for the win, so in terms of the competition they are neutral. But they sure are a threat early on.
Very impressive watch so far. Im doing a legendary grandmaster for the first time and somehow i beat one of bloom spawn missions solo with my apothecary never felt a rush like that bringing back the lone soldier with all objectives. I would be extremely grateful if you could share current upgrade orders and troop comp/ abilities for the early mid and late stages.
@@JanetOnOccasion Aye noticed it later on when the enemy DID attack from behind and it was the best to side charge. Got me confused but was like ,must be from another version, great vid tho.
Correct. In the original Steam playtest some players were confused as to where the new dice would come, since normal Match 3 games they always drop from the top. The arrows were to give a hint that the direction correlates with the direction you move the dice to make the match. This gives a little extra strategy to manipulate the board, e.g. saving up the 4/5-matches that do AOE damage to critters.
The D4! The D4! There's a D4 there! He hasn't seen it! Oh my God! He hasn't seen the D4! I love the D4! What a quirky game, I'm 14mins in and cannot tell whether I'm going to click off in the next minute, or watch til the end, will update with result. Update: Tapped out at the 25min mark, I could see myself playing it while catching up on Critical Role or something, but otherwise it's not as engaging to watch as say Total War.
Great video, thanks! BTW since this build I added the ability to spend gems to boost your starting stats a little, to make them a bit more useful. Thanks for mentioning the flicker on the encounter image, I know what that is and will fix it.
two things to note that I can see with your building. in general you want them to be even taller as it gives them more health, or, if you use the merlons instead of the windowns on top that will also give the same effect. the Merlons give a strength boost as if it was 4 or 5 blocks taller I think, not 100% sure exactly how it works thoug, only thing is that will ofcorse make the roofing a bit more tricky. but for that you can still use the windows and just build the walls a bunch higher. other than that I really like your building, gave me a bunch of ideas for my campaign! and I really enjoyed the series, made my buy the game, sadly I did so before you mentioned your store so I bought it outright on steam. looking forward to the full campaign now
you can redo all your upgradepoints, so if you select something but want something else later you just right click the upgrade and you get the point back!
Watching this it seems that what did it in the successful attempt is that you moved up the hunters for the opening volley and retreated them to your tower for more damage. Combining what you did in attempt 1 and 2. Not sure what stopped her from caving in the tower roof in the last attempt though. Maybe it was the random blocks, lol.
Seems as good a guess as any. Though I think the real problem was that giving an attack order on something that isn't in range just makes the troops wait for a shot instead of trying to approach it, since that would lead to them running from battlements every few seconds and you'd throw you PC out of the window. So I think the first couple of tries I was giving attack orders on the worm, which just made them ignore the little critters and stand idle waiting for the worm to get into range, which was impossible. I was lucky with the tower not getting flattened, though :P
This series led me down a bit of a rabbit hole, I was looking up the names of castle defences and merlons seems to be a more accurate term than battlements. I believe this is a game from Spain as well, so their research is mindblowing.
The thing blocking your movement a lot is that each unit has a small no go zone around it that you can’t encroach on without charging. Seems to be around 0.2 or 0.3 wide.