yeeeeeah, We diverge here. The blue tree take priority over anything else unless the faction needs magic early, and if so, its usually the passive, and the spells the lord starts with. Cuz the biggest priority for me is to max out upkeep reductions, replenishment and how much money the army makes with the blue tree, then transition to unique lord passives and defensive passives; Then max out magic or hit up the yellow tree if melee lord, and any leftover points, drop them into the red tree. Unless the lord doesnt even have a yellow tree, then straight to red. Heroes are built to be hybrids for me, blue tree specifics first, then the rest, cuz if i'm building and recruiting they're out killing heroes and stealing technology, while i'm not actively doing anything else. For example this is a perfect way to get treasure maps and level heroes with vampire coast. Getting them ready to rumble in an army after their "training voyage"
Im not so sure about always going for spells on your lord, many LL get a caster from the start and early game you dont usually have magic to support two casters in one army. Going blue line in most cases seems to be most optimal and getting army upkeep reduction. Having the ability to support two armys early in the game can make or break a campaign, same as hord growth or gold reward after battle for most chaos factions or wood elfs.
Lightning Strike was a must for TWW2, but for 3, I would say start with first rank in yellow, red, and blue, then go for spells. Then the unique line, then for the red one. For regular Lords, go red and blue. For non-magic Heroes, the yellow line for sniping generals is a great choice. *(SKULLS FOR THE SKULL THRONE!)* 😎
Still situational, I'd rather fight 2 armies with wind of death available. Then fighting 2 fights against 1 army each without wind of death. But in general, if your faction has heroes that have equal or better lores of magic available. I'd focus lightning strike above anything else
Does your blue line have replenishment? Yes? Then take it first. Does your faction have a redline buff that addresses your early game fodder units weaknesses or just make them mid or even late game viable (Khorne DW marauders for example)? Yes? Take this second. Does your lord have a spell school that offers a major power jump with its passive on cast? (Slaanesh - Blissful Rapture) Yes? Take this third. Is your lord combat focused? Yes? Push into yellow/uniques to pump this. Is your lord caster focused? Yes? Push into spells/uniques to pump this. Once you have the important spells/uniques/critical yellows (like melee defense on a low melee defense lord), dive back into blue for any worthwhile upkeep reductions, or really deep replenishment/movement speed. Then go back to red, and get second tier red upgrades. Then do whatever you want, your lords are gods.
Yeah I'd say don't overlook red tree for early units necessarily. If you're playing VH/VH you may end up having them longer than you think. HE for example have buffs to spearman and archers, and (with buffs) they will be useful well into mid/late game. When you take into account it also buffs Sisters and Silverin this will be the bulk of your units for the entire game. Small buffs to dragons/lions/cav will be far less impactful
@@Nestmind You did. That's what 'but' means in this instance. If you meant it doesn't you must say 'and'. But indicates a mitigation of some sort. And mitigating a good thing is a bad thing.
Feel like the yellow line has some versatility for assassin lord's since they are meant to assassinate things if do crap damage and die in the process than they lose all value. Especially when the tatic of snipe the enemy lord is one of the easiest ways to get do battles making a duelist type lord better at this means he improves your entire game just as soon as he gets within contact with the enemy lord. It also makes them delete high end low model units. Which army lord's such as skarbrand can be walked by for much longer. When you want him to rampage around.
It's very dependent on the lord. Like Clan Eshin, you'll probably be buffing the shit out of the yellow line for easier target accessibility and damage output. But if it's a basic ass lord, it's going to vary in strength. Normally you'll get more value out of the red line for basic lords, simply because you don't want them to be in combat unless it's already a good fight. Having a basic lord without immortality is a huge time waste. Unless your lord/hero is a lord sniper, I'd really only take defensive yellow tree perks to keep them alive
I used to rush blue tree to get Lightning Strike since you can snipe turtling armies and I think I'm gonna do that again. It sucks they make u dump 3 points into it now 😣
Do you think it is useful to save a partially leveled up character to use in a new campaign? If so, would you level that character differently? How many levels would you want on that character, considering that each level increases the recruit cost?
does it make sense to have more than 2 casters when you have limited magic pool and cant rotate spells that fast? My logic is that each army should have 1-2 casters and rest heroes can focus on fight/support. For me vampires are problematic because if you can have necromancer in army why you would need magic on your vampire lord.
Unless the lord has some unique spells bonuses that heroes don't have (for example some skills reduce the costs of specific spells), it's always better to bring a hero caster and let the lord focus on other important skills instead.
So, blue -> red -> yellow. But what about individual skills in the blue line? Is recruit cost reduction any good? Control and corruption, replenishment, etc? I think I need a tier list, I'm struggling to grasp what's good and what isn't.
Recruit Cost Reduction: Not worth it, unless you loose your units very often. It only affects you if you pay for a new unit, so once you have your "endgame" composition its value drops dramatically Control Bonus: Not worth it, because it only works while your Lord is in your owned Territory. Usually Lords are out and about conquering and not babysitting their lands. IF you have a Defensive Army it might be worth it. Decrease/Increase Corruption: Same as Control, the Corruption will go down/up on its own after taking over the Province. With your Lord alone the effects won't be felt unless you spend SEVERAL turns in that province. Again maybe useful on a Defensive Army, but even then less useful than Control. Replenishment: Extremely useful for your conquering Armies/Lords. Get as much as possible and a Hero that amplifies it. It reduces the downtime you have between battles as your troops replenish and don't die as easily (see reduced recruit Cost) It actually isn't that useful for Defensive Armies, as replenishment in owned Lands is quite good and those armies won't do that much back to back fighting to begin with. Ambush Success Chance: Absolute Gold for any Skaven Army as they can attack move and get an Ambush battle. For everyone else with that Skill it depends how well you do with it. Ambush means your army goes into that stance and hopes the enemy army moves into it. Usually combined with a "bait" (another Low Tier army with few units hiding behind the ambush army to lure the enemy in) Upkeep Reduction: This is actually useful throughout the game. With that and the final skill from blue you save about 1/6 army upkeep costs. That means if you have 6 Armies, you can afford a 7th army "for free" (almost) Growth: Useless for Conquering Lords extremely useful for a Defensive Army that walks over to conquered lands and help build them up, combine that with a Growth hero. Increased Loot from Battle, Sacking, Raiding: That ... depends. If you have a faction with weak economy where most money comes from battles and you're literally always in the reds that skill is invaluable for your conquering Army. It looses value in the later stages when you're literally swimming in money. Wary (reduced chance to get ambushed): Useless in my opinion, unless you do a grand war against Skaven factions left and right and have the Vermintide Crisis upon you. You can avoid ambushes by turtling with Encampment stances. So that skill is very situational. Might still be worth it if it comes with increased Underway interception to deal with Skaven, Greenskins, Woodelves and Beastmen that try to avoid you with their fucking teleportation movement stance
Assault garrison is honestly probably one of the best. Late game it falls off when your 20 stack can wipe a garrison off the field with low casualties. But even then it's very useful to weaken the defense of an enemy army turtling in a city. Lvl 3 assault garrison can wipe out half a garrison if successful, which is a TON OF VALUE
Is ther actually a difference between Assassinate and Wound? Obviously the word, but I never looked closer onto the skills if they're THAT different to begin with and felt like the Wounding command could just as well kill an enemy hero as the Assassinate Command would ^^'
The goblin big boss is an assassin with block army to boot. Really good out in the world. The shamans are all about what magic you want. Although, spamming steal technology when you're skarsnik is a decent strategy too. Troll hag, get them, buff replenishment, stick them in armies. Black orc big boss is probably among the best kinda fighter hero in the game honestly. They have a unique tree that can buff them, their army, or their campaign effects.