Slann
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Ninth Spawning
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You're not supposed to, but when you're in the early game and have 2 maybe 3 cities you're not going to be able to field much more than 6-7 "special" units. And splitting that up over multiple armies doesn't really work. So you tend to either get 1 decent army and a couple of armies that are just basic skeletons, or you get a couple of armies that are 90% basic skeletons and have 1-2 random "special" units.Hmm, you're not really supposed to spam only skeletons unless it's a second army supporting your main one in the early game. I think you're supposed to focus on growth and recruitment buildings so that you'll be able to field the two tomb kings' amazing early game units: Skeleton archers, and their chariots. Not to mention other units that are very useful besides just the skeleton infantry. Growth buildings because you obviously want to get to the big toys quicker![]()
Imho it's a more general issue with TW warhammer though. The idea that certain units are "elite" late-game units leads to some weird inbalances throughout the game as you end up in a situation where units that are basicly core-units in the tabletop are inaccesible till the late-game for no clear reason (e.g.Lizardmen's big dino's, Empires melee cavalry & artillery, Vampire's big monsters, most hero units in general, they all require Tier III buildings despite being core to the strategy of their respective factions). In general unit progression in TW warhammer is weird, Tomb king's unit progression is just even weirder.
Trade (and diplomacy in general) is nearly Always a disaster in TW games. Unless I have an ungodly lead over the enemy they refuse to cooperate (and once you have that lead suddenly everyone wants to ally… my last playthrough on the empire I ended up allying about 90% of the world with me holding half of that on my own…)From my experience, Trade made up 70-80% of my economy with Arkhan. I never tried making a decent passive income from Arkhan's empire.
Imho, the whole battle-loot income mechanic is poorly executed. It gives way too much money and to balance that out they lowered passive income way too much. I get that it's "total war" and they want to discourage turtling. But they've managed to create a situation where if your economy is weak you're kinda screwed. You won't have the income to upgrade your stuff, but without upgrading your stuff you won't be able to actually fight the enemy as the AI fields double your armies and filled with elite nonsense.The tomb kings' infrastructure is pretty terrible compared to other races. You need to either raid enemy territories, focus on trade, or instead of expanding your empire, raze your enemies' settlements to the ground to finance your buildings in order to make up for the terrible infrastructure. Though as i said before with my campaign, being expansive and aggressive works too.
And lastly, because none of the units require upkeep, you actually don't need a massive economy either. Because buildings are the main concern of the Tomb Kings' instead of units, having only 5,000+ gold per turn pretty much covers everything you need to build in a timely matter. The devs at CA forgot to make the tomb kings' buildings more expensive than other faction's![]()
Yeah, if at any point you do get an economy going with them you do have it easier than others. It's just that getting there is a pain. Building stuff that costs 10.000 when you get 200-300 per turn is rather tedious
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