![]() ![]() Far better to only run as much melee as you need to set up for ranged units or spellcasters. You only get replenishment once per turn and unless you're a horde faction you aren't going to get good replenishment in hostile territory. This isn't something that matters in multiplayer, because the victory screen is the goal, but through multiple battles in a single turn that unit will get beaten over and over if you're using it in every battle(why not recruit a unit that can fight in every battle instead?). TL DR players have a much easier time using ranged units effectively in battles that arent over quickly because they suffer less relevant penalties from vigor loss.ĭon't forget that for melee to even do its job(be in melee) that it means they are at risk of losing entities, which do not recover between battles like vigor, winds, and ammo. The reduced armor has a huge impact on infantry when they get to Exhausted stage as they can start to take meaningful damage from even low tier units like empire archers. If you camp on the other side of the map and use multiple plague priests to summon vermintides or cast spells constantly by the time they get into range their vigor is lower than it would be and thus they move even slower once they get into range of you thus making them take more damage. One of the hidden things that it does is cause units to lose more vigor since vigor loss from units moving isnt tied to speed its tied to if they are running or walking and terrain affects it. It can be equally as impactful as the heal depending on circumstances.Ĭonversely, this is also why plague rash is so strong. It's also why regrowth on single entity units is important for keeping them in the fight as yes it heals them but it keeps their vigor up so they can actually keep fighting at an effective level. This is only compounded with the VH battle difficulty AI buffs but it's the root of the problem. Cavalry also suffers for the same reasons on top of the loss of charge bonus. A ranged unit only deals less DPS but has the same damage per hit and no loss in chance to hit while a melee unit gets hit more often, gets hit harder, and hits less often on top of doing less damage depending on the unit. Given that it affects armor and AP damage, and everything else is also percentage based it disproportionately affects elite infantry in general compared to cheaper leas expensive melee infantry or archers.Ī missile unit loses 35% reload speed while a melee unit loses every stat possible that it needs to survive in melee. For ranged units it does all of the above but it doesnt matter and gives -35% reload time at Exhausted. The thing that makes it hard is that vigor loss affects Speed, MA, MD, Leadership, ARMOR (only kicks in at very tired), AP damage (melee only not missile damage) and charge bonus for melee units. The VH battle bonuses to what you said alone dont really make it much harder except maybe leadership because the battle AI is incredibly stupid. ![]() Its favored because its the easiest way to play even on normal due to vigor loss. Think we missed one? Give us a Modmail and suggest new Subreddits to add to the lists! Total War Center Mod List (Not every mod, but most Overhauls)Ī guide to buildings and economy in Three Kingdoms KamachoThunderbus' Spell Stat Cheat Sheet List of Total War Tools Explaining Historyīig list of recommended reading on classical antiquity ![]() Filter ContentĬommunity Message the Mods Join the Offical Discord Join the Subreddit Discord Join our Weekly Q&A Thread Resources If that's your situation, hang around the sub for a couple of days and leave a few comments - you'll be able to post in no time! Need more details? Read our full rules here. Our automoderator also prevents spam by deleting posts from users less than four days old or who have less than three karma. Giveaways and contests must be approved beforehand by the moderation team. No politics allowedĭon't derail threads with off-topic memes or controversy.
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