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The looming excitement that might be TW warhammer II

Discussion in 'General Hobby/Tabletop Chat' started by The Sauric Ace, Mar 9, 2017.

  1. Canas
    Slann

    Canas Ninth Spawning

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    There's also the virtual TCG for Aos, that one isn't just on mobile.

    Also any more information? Or just those 3 pictures?
     
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  2. Captaniser
    Carnasaur

    Captaniser Well-Known Member

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  3. Warden
    Slann

    Warden Tenth Spawning

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    New legendary lord character, potentially free-LC?
     
  4. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    Yeah, I think they said he is going to be free.
     
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  5. Warden
    Slann

    Warden Tenth Spawning

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    Nice!

    [​IMG]
     
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  6. Oh_Man
    Kroxigor

    Oh_Man Well-Known Member

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  7. Warden
    Slann

    Warden Tenth Spawning

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    He finally made it!

    [​IMG]
     
  8. Canas
    Slann

    Canas Ninth Spawning

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    well in fairness he did seem to be stuck in a swamp or something if you do the vortex campaign.


    Also god this dlc is annoyingly timed, why does it need to be released next wednesday, I got nothing to do today...
     
  9. Captaniser
    Carnasaur

    Captaniser Well-Known Member

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  10. Oh_Man
    Kroxigor

    Oh_Man Well-Known Member

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    Anyone got any ideas for an Ancient Salamander model? Perhaps another company sells something similar to it?
     
  11. Val Muna
    Saurus

    Val Muna Active Member

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    Tiktaq'To... really? Tik Tac Toe - like the X and O game? Am i being bamboozled?
     
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  12. Paradoxical Pacifism
    Skink Chief

    Paradoxical Pacifism Well-Known Member

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    https://warhammerfantasy.fandom.com/wiki/Tiktaq'to

    You weren't the only one.

    Many people expected Gor-rok or Nakai for very logical reasons. Instead, CA opted for arguably the most unexpected lizardmen FLC lord - unexpected in that there weren't many logical reasons or evidence to support adding him compared to Gor-rok or Nakai.

    nicely played, CA <3
     
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  13. Canas
    Slann

    Canas Ninth Spawning

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    In fairness, isn't he in the trailer for Warhammer II?
     
  14. Oh_Man
    Kroxigor

    Oh_Man Well-Known Member

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    Here are some screenshots from today's DLC. I'm inspired!

    [​IMG] [​IMG]
    When Lord Kroak is casting spells his spectral form can be seen...
    [​IMG]
    Tehenhauin
    [​IMG] [​IMG]

    Tiktaq'to
    [​IMG]
    And not Lizardmen but I just have to share: Alberic finally has his trident!
    [​IMG]
     
  15. Canas
    Slann

    Canas Ninth Spawning

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    I just fiddled around and the skink red crests seem to be awesome and fill a rather large gap in the lizardmen roster:

    - They are available relativly early.
    - They have Greatweapons & frenzy making them the earliest unit for us that has armour piecing and some decent damage. The other options are Temple guard, our big dino's, horned ones and Kroxigor, all of which require (multiple) tier 3/4 buildings while skinks only require a tier 2 building.
    - They have poison, allowing them to take on opponents with way better statlines. Combined with armour piercing this means they still have a use late-game as both a flanking damage dealer & a support for weakening a unit with poison

    I just did a quick test throwing them against a unit of temple guard. Although they lost they did perform rather well. I also did the same test with a normal skink cohort for comparison:

    Oldblood + temple guard (cost: 2538) vs. Oldblood + red crests (cost: 1913)
    Red crests killed roughly 50 guards (out of a 100) before losing

    Oldblood + temple guard (cost: 2538) vs. Oldblood + regular cohort (cost: 1638)
    Skinks managed to only kill 4 guards before getting wiped out

    They're a perfect addition to our army, giving some early game power, fullfilling a role we didn't yet have fullfilled especially this early on, while remaining relevant throughout the game.
     
  16. Val Muna
    Saurus

    Val Muna Active Member

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    [​IMG]

    wow this is like 100000% cooler than Stormcast Eternals...
     
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  17. Canas
    Slann

    Canas Ninth Spawning

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    I'm dissapointed with the salamanders so far though. Fiddled around a bit with em and they don't really seem to be especially good at anything.

    They shoot slowly.
    They're rather short ranged
    They shoot far fewer projectiles than a regular ranged unit, but don't come close to the damage, or area of effect of proper artillery.
    They're fairly squishy with fairly low morale
    They're not very good in melee either

    Which alltogether means they won't win a firefight with opposing ranged troops unless they massivly outclass them. They're also far too weak in melee to use them like a bastiladon with solar engine who can shoot at enemies while they come closer and then smash them apart in melee once they're too close.

    Which leaves them only usefull for shooting over your own lines into an active melee to provide firesupport (or possibly after flanking) unfortunatly there's a decent risk of friendly fire with. But even that isn't very effective ( I tried a unit of Salamanders + a unit of skinks as a roadblock still only kill like 4-5 guys against 1 unit of basic saurus. And the skinks hold long enough for the salamanders to shoot half their ammo)

    The only niche I can currently see for them is specificly to counter stuff that's weak to fire...
     
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  18. Oh_Man
    Kroxigor

    Oh_Man Well-Known Member

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    What I hate most about salamanders is they shoot little fire bolts instead of big streams of flame.
     
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  19. Paradoxical Pacifism
    Skink Chief

    Paradoxical Pacifism Well-Known Member

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    can you test them against large targets? I think they're made for lightly armored large targets, so skirmish Calvary and things like the hellpit abomination. Also, with their relatively high speed and high armor, i bet they would be effective at shutting down ranged targets in melee.
     
  20. Canas
    Slann

    Canas Ninth Spawning

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    I've been using them in the campaign a bit now. They perform a bit better there thanks to technologies and general skills. Also gaining experience seems to help them considerably as they get some much needed accuracy and seem to fire a little bit faster. Plus, these are more realistic fights, whereas the testing early was just 1 unit vs 1 unit. With other stuff to distract the opponent they get a bit more of a chance to try and do something usefull.

    They're still terrible in melee though, even against archers or low tier infantry. I've seen em lose against nightrunners. Against high elve archers they win, but lose nearly half their number if you just go straight for the melee (and get shot to bits at range). Hell, I just tried an oldblood with skinks vs an oldblood with salamanders and just throw em against eachother and even then the salamanders only barely won (my old blood nearly died, less than half my salamanders where alive and at max 1/4th of their health remaining). This despite salamanders being more than THREE TIMES as expensive as skinks.

    As for the hellpit. It is weak to fire, so yeah, one of the few examples where the salamanders are of any use. Though if it gets into melee it'l destroy both salamanders and ancient ones. 2 units of salamanders quickly route and then kill it though, mostly cuz 3-4 volleys basicly kills the abomination with its weakness to fire. Which is roughly equivalent in cost to 1 abomination so there they trade fairly I guess.

    What is notable though is that they appear to work significantly better when firing at smaller units (as in less guys in a unit), obviously massed fire would work here as well, basicly just try to have more projectiles than targets :p. Their projectiles have knock back, so if multiple projectiles hit a target it can get stunlocked for a while. I had them fire at an elven lord on foot and he couldn't get to them anymore due to constantly being knocked over. They also appear to be doing more damage this way then when it's spread out over a 100 or so targets in a unit, maybe something weird with how damage is calculated when caught in an explosion in the game (best I can tell explosions do seem to damage based on how badly you get hit, and a single model unit like a lord or monster generally gets caught in more of the explosion then a big unit with 100 guys where only 1 guy gets properly hit and his friends only suffer collatoral damage)

    This makes the ancient one even worse though as he only fires one shot at a time. He even performed worse against the abomination at range as he simply missed half his shots while the normal salamanders hit with say 80%. He did perform a little bit better in the melee though due to having armoured & terror as opposed to not being armoured and only having panic.
     
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