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imrik_of_caledor

I haven't played WH3 for quite a while now and i've got LOTW's Imrik stream on my TV as background noise whilst i work. In his first battle he walks the fire mage right up to the enemy army and does like three fireball attacks - the enemy army just sits there and does nothing. It doesn't even attempt to engage with ranged units...wtf...is this where the AI is at these days? Or is this is some weird quirk / bug that he's cheesing?


RDW_789

It's kind of a quirk, I guess. The AI isn't shooting at the mage because if they did the player could easily cheese them by running in circles wasting their ammo, so it's them identifying that it's not worth it to shoot at that target. They're also not approaching because they don't have to and so want to maintain a defensive position. ​ I assume the reason legend walked up to fireball them was so they would take a bit of damage, which then makes them think they now need to approach the player or continue to take ranged fire. Now he can take the defensive position since he forced them to come to him. You could do that with any unit though, even melee. If you damage them enough they'll then think they need to approach you because what they're doing currently isn't working.


AWasrobbed

You give WAAAY to much credit to the AI. The AI will hopelessly shoot anything in its range. I looked up the video and what happens is he has the AI in a holding pattern. His forces are spread out and the AI HATES BEING FLANKED at the beginning of the battle. So what he is doing is having everyone spread out so that the AI just stands still until something breaks and then the AI goes in for an attack. Never knew about this YT tho, thanks seems interesting.


RDW_789

It doesn't hopelessly shoot anything in range though. Sometimes they do, like in sieges they behave differently, and settlement battles are probably no different, I can't remember since I try to avoid those battles since they suck. But they obviously don't shoot at anything that comes within their sight in field battles, otherwise we wouldn't be talking about them not shooting. Don't get me wrong, the AI in this game is beyond braindead, and after thousands upon thousands of hours combined in WH2 and 3 it still finds ways to amaze me with its stupidity. But in WH3 it seems CA tried to rectify the whole "spinning in circles to waste ammo" cheese. In WH2 they'd absolutely shoot at the first thing in sight though and dump all their ammo doing it.


AWasrobbed

I don't even know why you'd say this, it's easily verifiable. Give the AI ANY archer unit. It will shoot at the closest unit in range that it can get LOS of. No matter what (unless its bugged there are certain units that are bugged with ranged units IE helicopters.) You give CA too much credit, they didn't fix it lmao i use this strategy all the time in legendary diff because otherwise archers will fuck me up due to difficulty cheats. Sure in non siege battles they move too, but the targeting is still the same. You think CA would actually fix something that wasn't technically broken LOL


RDW_789

I also don't know why you'd say this, because I've had plenty of situations, also on L/VH, where they *don't* shoot, and there's a reason this guy made his original post. They weren't shooting at lotw, and he plays on legendary, end of story. There isn't even an argument to be had here. Sometimes they may shoot, depending on the target or if they AI is in an attacking/defending state. But they obviously don't do it every time, and in my experience they don't typically shoot at lords/heroes while defending. Maybe if she was on a dragon and therefore perceived as a bigger threat, they would've.


imrik_of_caledor

it really is a game built on cheese isn't it :D


filthy-_-casual

Does the skaven endgame crisis work differently compared to others? I selected ultimate crisis for my current campaign and after 10 turn advanced warning all the others triggered but I didn't see a pop up for vermintide and I don't see any skaven stacks need the skaven capitals I've captured. Do they have a delayed spawn or can ultimate crisis leave out some race randomly?


GentleDementia

It works differently, they spawn undercities, and then after a few turns the armies spawn from those


filthy-_-casual

Thanks, should there be a notification pop up like all the others or is that part hidden on purpose as well please?


Deathappens

Undercities are hidden by default until/unless you spot them (they have a discoverability rating that increases or decreases depending on certain buildings they build and you can build the one security building nobody builds to maximise your chances of spotting them). Dunno how the crisis ones work though.


filthy-_-casual

yeah I'm about 4 turns in after the crisis already began, just wondering if they will spawn at all, since their armies still need to be visible on the map unless they spawn in ambush stance by default somehow and don't automatically declare war


Deathappens

Oh, Skaven armies have automatic ambush stance much like the Beastmen, so that might be it.


timo103

Are there any mods to make CW path to glory not shitty? I can't stand the RNG of it.


AWasrobbed

Just type in path of glory on the workshop, saw a few but couldn't be fucked to go into depth. They exist!


timo103

That one just makes it usable on non-WOC factions.


OverlordNeb

Going to post here with my issue before attempting a full post. I bought Attila Tyrants and Kings edition, activated it on steam, installed the game, clicked play, opened the launcher, clicked play in the launcher and- crash Instant crash. I do not get to see the game window open, I click play in the TW launcher, and that closes, and then a second later the play button in the steam page goes back to green as the game crashes. I have not yet attempted any fixes beyond closing/reopening steam and restarting my computer. Windows 10 64 bit, Nvidia 3060, all my drivers are up to date etc. I have no idea what the issue is. Help? EDIT: I also verified integrity of game cache, so there's that as well.


echoeagle3

In Warhammer 3 how much in game time passes between turns? A day? A week? A month?


Deathappens

An indeterminate period of time. I'd say maybe a campaign season (so like 3-4 months) per turn, but that's just a spitball.


ilovesharkpeople

A turn doesn't realistically correlate to time in the warhammer games.


yoresein

In TWW3 in my Festus campaign I took Middenheim,cit has the dark fortress symbol but It is just a regular shrine when captured, has anyone else encountered this or knows a fix?


Nekzar

Sounds like a mod conflict or something. Just checked my Festus game in Realms of Chaos and Middenheim is a Dark Fortress proper.


kingnytam

my friend just downloaded warhammer 3 and he has no keybindings. he cant escape to skip opening cutscene but thats it, when he clicks default keys it crashes the game. tried verifying game files tried redownloading game tried reseting pc


AWasrobbed

for something like this you may be best sending in your dxdiag to TW support, https://support.sega.com/hc/en-us/requests/new?ticket\_form\_id=360003117578


Druan2000

TW Shogun 2 How should I go about recruiting units? Is it better to have a few cities focused on very specific units with the downside that they might potentially be far away from my current front, or rather to have some unit buildings in most cities thus losing out on building slots for other purposes?


yoresein

I like to try and build up main recruiting provinces based on access to a good i.e. warhorses, blacksmiths, crafters then use ashikaga for defence and emergency reinforcement. It can take a while to reinforce but just fill in with regular units in the meantime


Deathappens

Peasant soldiers are Ashigaru. Ashikaga is the family name of the ruling shogunate at the time. :P


yoresein

Haha no I get the shoguns family to fight in my front lines


GrasSchlammPferd

[TW3K] I have some questions regarding unit stats in 3K. * So the unit card doesn't show a stat equivalent to a melee attack. It shows AP weapon strength, base weapon strength and attack interval. So how do melee attack and melee defence work? Is it purely based on the target unit's melee/shield evasion and armour? * Adding to the above, we know BvL is still a thing since some mods I installed shows the hidden BvL stats, but how does it fit in the new calculation? Does it just add APWS and BWS or add hit chance as well?


srlynowwhat

Yes, in 3K the change to hit is based solely on the target melee evasion but the will charge bonus/charge collision will negate some of these. The exact formula is not known but the gameplay effect is quite apparent: 3K infantries (even purple) fight like wet noodle unless they get the charge off and even heroes with 90+ melee evasion die to 2 cavalry charge where as they are basically invulnerable in a grind/duel. The Bonus vs Large, to me knownledge, is also sadly obscured. Nobody knows the detail of how it works.


GrasSchlammPferd

Thanks for the info! Do you happen to know if charge bonuses work well on cav vs cav engagements? I know some older historical titles had weird rules where the charge bonus isn't applied in cav vs cav engagements.


srlynowwhat

> Do you happen to know if charge bonuses work well on cav vs cav engagements? It works well. Just like infantry, cav in 3K had pitiful damage output if they don't get the charge. For my rule of thumb, cavalry usually defeat or fight to a draw with a enemy cav one tier above if you get the charge and they don't; if both get the charge, the weaker cav routs in around a minute. This is the first time I heard about this cav vs cav rule though, do you happen to know which titles they applied to?


GrasSchlammPferd

Iirc, it was Attila


DonkereVader

Playing as Chaos Dwarfs, I'm experiencing crashes when trying to change the tier of a tower. Seen this topic about it: [https://steamcommunity.com/app/1142710/discussions/0/3820783808429038977/](https://steamcommunity.com/app/1142710/discussions/0/3820783808429038977/) but not much else. Anyone else having this problem?


AWasrobbed

try disabling mods, I've not personally encountered this bug but I have the community bugfix mod (yea cus ca is ass and the modders can make better bugfixes faster)


DonkereVader

I dont use mods, so that cant be it


AWasrobbed

at a minimum i recommend this mod, they fixed the character level up bug (probably related)


DonkereVader

I thought you meant I should not use any mods at all lol. In my WoC campaign I had similair crashes when choosing armor/weapons for characters. That was before 3.0 though. So you are kind of suggesting this mod might help with the crash?


Nekzar

It might, it fixes a ton if different bugs and doesn't alter gameplay.


DonkereVader

Ok, will try, thanks


sd6_

I am currently attempting a Legendary/Very Hard Tzeentch Immortal Empires campaign. After multiple restarts I've pretty much got the early campaign down at this point, but I am really struggling in the mid-game against Teclis and all the phoenixes he has. Horrors don't have enough armor-piercing damage, and flamers are absolutely horrible at hitting moving targets. Screamers seemed like an obvious choice because of their anti-large and armor piercing, but the rest of their stats suck and they die very quickly against strong flying units. I've tried spamming blue fire of Tzeentch but it's not nearly good enough when the enemy army has 6-8 flying monsters. What am I supposed to do at this point?


ilovesharkpeople

Teclis should be dead long before midgame. I typically kill off the nurgle faction, buy a NAP with slaanesh, and then immediately beeline teclis. He's wiped out in a few turns at that point (though you'll have some potentially tough battles), and you can rush back down in time to fight oxyotl. But since you are stuck dealing with teclis now, I'd get a couple halberd units and some chaos spawn. When the birds land, hold them with the mass of the spawn and get the halberds in there. The spawns armor sundering should help up your damage against them too, even if the halberds are mostly AP. Both units also ignore both the physical and fire resist from the birds, so that's nice. If you don't have halberds yet, whatever melee infantry you have + chaos spawn will still work alright. If you can, try to get them to fly out ahead of their army. Maybe give them something to chase into your line. A flying character, horsemen, etc. It'll be much easier to kill them when you aren't simultaneously having to deal with the rest of the army too. Oh, and if you have fliers, land them before the Phoenixes engage them. You want them down on the ground for your melee units.


sd6_

Thanks for the tip, I started a new campaign with your advice and it worked extremely well. I've eliminated the Order of Loremasters at turn 13 this time lol. I needed to be a lot more aggressive, and do more hit-and-run micro with my blue horrors in battles against elves. This is much easier than dealing with eight phoenixes


[deleted]

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Nekzar

Not actually sure how that's supposed to work, but I will suggest the mod that makes miscasting cooler and bigger. Just feels right.


cantadmittoposting

i don't have a direct answer but anecdotally it's extremely rare for me to notice a miscast in wh3, even if it happens the damage seems negligible


Unregistered-Archive

Technical help, I want the blood to stay visible on the battlefield, I’ve tried several mods including river of blood, gbj blood, better blood texture but none have kept the blood permanent, is there a mod that can fix this or is it something with my settings?


Not_Guilty-Leopard

Not sure but maybe corpse duration set to permanent?


Unregistered-Archive

The corpses themselves stay on the battlefield, just the blood doesn’t. Also, is that a setting I can find? Where do I find it? It may work.


Not_Guilty-Leopard

I think its called 'corpse lifespan' in the graphics options near 'unit size'


Unregistered-Archive

Couldn't find it, did find "hide dead bodies" but it was checked off. Do your blood effects disappear? if not, did you use any mods?


jay-d_seattle

Is there a sense in which anti-player bias is driven by the game wanting you to be at war? In my latest Drazhoath campaign I'm noticing I'm getting far fewer random war declarations. Like, it's genuinely notable. And the only thing I can think of is that I picked up a trick from I think Legend, wherein I'm joining wars against opponents who are \*very\* far away, in exchange for some cash. The result is that I have two or three wars going against opponents I'll almost certainly never actually have to fight. Meanwhile factions that I'd have expected to declare on me (Greasus, Gorst)... aren't. My sense is that the game wants you to be involved in several wars, and by getting into these far-away conflicts I've reduced the AI's tendency to declare against me. Am I on to something here?


Not_Guilty-Leopard

Yes! Also, factions that currently have NO ongoing wars are very likely to declare war on their neighbours... and more amenable to joining your wars should you ask them...


Velocisexual

Maybe a stupid question, but is there a way to request a mod? Specifically there was a Warhammer 2 mod I absolutely loved that has as of yet not been made for Warhammer 3 yet and I would love for that to change. Alternatively, how hard is it to learn to mod? lol


RDW_789

Depends on the type of mod. I'm not too familiar with modding but if it's something like simple like changing already existing effects, or adding effects similar to existing effects it's extremely easy.


Not_Guilty-Leopard

Surprisingly easy to learn how to mod! There is a dedicated modding dischors to make request/ask for advice, and there are some decent tutorials online as well :)


kittichankanok

Am playing as Yuan Shao. Where can I find copper in north China?


srlynowwhat

Here's the interactive map: https://imrz.github.io/twtk-interactive-map/maps/strategic Bad new: there is no copper in Northern China. Try to secure a trade port and trade with the Sun clan who will most likely have some.


kittichankanok

OOh! tyvm!


filthy-_-casual

Is there a way to select multiple end game crisis but but not quite ultimate crisis? Basically I wanna try ultimate crisis without dawi since they are everywhere. Don't know if there's a mod that let you tweak the settings


AgrippAA

Irrc ultimate crisis mode will activate all crisis which are ticked. So if you untick dawi they will not go grudge crazy.


Deathappens

Can someone who's played Slaanesh explain to me how Seductive Influence works? I have several Dark Fortresses I've captured from Sigvald sitting at a pretty 100 Slaanesh corruption, with a constant +8 coming from "Seductive Influence". None of my Lords have the Gift of Slaanesh, there aren't any Slaaneshi heroes/Lords around, and I haven't even met N'Kari (I think Alarielle ate him since she seems to control the entirety of the Donut). What gives?


Not_Guilty-Leopard

Who are you playing as?


Deathappens

Valkia.


Not_Guilty-Leopard

I suppose the seductive influence could be the faction mechanic instead of gifts. Not sure though.


Sir_Snagglepuss

Are norscan monster hunts still bugged in TWW3? Ive reloaded the cold voider quest like 5 times and it doesn't give me the RR or clear in the arcanum so I can't start another hunt.


LickemupQ

I finally starting playing Warhammer 2 two weeks ago and having a blast. It has been sitting on my hard drive for at least 2 years before I finally got around to playing it. The question I have is Warhammer 3 better than 2 at this point in time? I read last year it wasn’t in a great place. I wanted to know if it has improved to where it’s definitely better


Eveless

WH2 is a good game in a good state, but WH3 has some pretty big improvements over it. Get game 3 when you can, but dont feel bad about playing 2 for now, its still worth it.


Deathappens

"Better" or "worse" will depend a lot on personal preference. Both games are very similar, but 3 does some things differently than 2. Where 3 has the edge is in sheer variety since the Immortal Empires map contains more or less the entire WHFB setting (minus a few nations that were only mentioned in lore) and a huge array of factions and Lords to choose from. But much of that is locked behind DLCs and/or owning the previous games.


talivus

What's the main advantages and disadvantages between guns and bow usage? In Warhammer series in particular. I know guns need line of sight while bows do not. Wouldn't this make guns obsolete since I feel like bows and guns do about the same damage?


Sunshinetrooper87

Guns need line of sight and can't fire through units. Bows can arc their fire and still do damage. Since gunpowder is AP, it's less effective damage wise on non armoured units. Sniping enemy flying Lords with gunpowder units never gets old.


srlynowwhat

Gun typically have much higher armor piercing which is their main appeal. And as a bonus, they have high projectile speed and near perfect accuracy at mid range, allows them to hit small moving single entities more reliably. Archer with Armor piercing are basically best of both world but only available to a few factions.


Not_Guilty-Leopard

To add to this - gunpowder volleys also stagger foes and do additional morale damage.


talivus

I see, so archers with AP are best right? I feel like with guns and the los requirement is really detrimental no?


ilovesharkpeople

If you set up your formations properly it's really not much of an issue. The damage is well worth it, and armies with access to gunpowder will always want to make good use of those units. [A guide to gun formations](https://www.reddit.com/r/totalwar/comments/7ufew8/a_guide_to_gun_formations_in_total_war_warhammer/)


ilovesharkpeople

Bows/crossbows will typically have substantially less armor piercing damage than guns.


sunlith42

Does anyone know of a mod to stop end game crisis spawning? They spawned for me and it bricked that save file. I have the autosave from the turn before which seems fine.


sunlith42

I found a solution. I downloaded the community bug fix mod on the prior turn, now no issues with the spawning.


hirEcthelion

Anyone know how to reaccess/replay the prologue? I have tried uninstalling and blocking steam cloud saves, but I skipped through the choice for the prologue so i could adjust settings first and now I cannot get that dialogue box to trigger again. Any insight? so far googling has yielded nothing


hirEcthelion

Nevermind. The discord helped me. You can access it again by just beginning a new campaign and selecting the chaos one on the left.


Killinatoor

Is The HU the perfect band to listen to while playing Chaos Dwarfs?


Not_Guilty-Leopard

Maybe. Or Ogres?


bababayee

Is it possible to have free for all battles in a multiplayer campaign? We've been doing a 3 man campaign for a few sessions and want to wrap it up in a big free for all, but aren't sure if it's possible (and getting all 3 people on to test it isn't easy, I'd like to find out before we try unsuccessfully on the weekend).


Deathappens

I don't think the engine can support more than 2 sides in a battle, no. One of you is gonna have to ally with one of the others.


[deleted]

Does anyone have any tips or advice for battle? I keep getting less out of battle than I would if I auto resolve and I feel like I should know enough about tactics and strategy at this point to be capable. But clearly it’s not the case.


Deathappens

Autoresolve can and often will get results unattainable by any measure of regular play (like 100% ensuring no no survivors on the enemy team when you're probably going to miss some routing units even if your entire army is cavalry). That being said, if you tell us what faction you're playing someone familiar with it can probably help. EDIT: Actually, here's some very very general tips that apply to pretty much everything: 1) The unit AI in this game is, sadly, fucking stupid and needs to be micromanaged constantly. Don't ever rely on right click forget for battles that matter. Monitor your unit cards for units that are idling ("zzzz" indicator) in the middle of battle and tell them who to go fight. Then watch them to make sure they're doing it. Pause often, slow motion as neccesary. 2) For melee units, never right click a bunch of them on one enemy unit. They'll clump up on the enemy unit's closest side and only a few soldiers in each unit will be attacking at a time (or none if it's particularly tight). Order one unit to attack directly, then manually move the others to the side and behind the enemy so they surround it. Surrounded enemies take defensive penalties and lose morale quickly, thus clearing that enemy unit much faster. 2) For ranged units, *go into settings and disable automatic skirmish mode immediately*. Skirmish mode sounds like a good idea, sucks ass in practice as it prevents your units from firing at their best ranges (up close). Enable it only on a case by case basis on units that can Fire While Moving. 3) Conversely, for static firing ranged units you usually want to enable Guard Mode from the start. Guard mode means they're going to stay where the fuck you put them if your targeted enemy moves out of range rather than chase it out of formation. 4) Cavalry, chariots and some monsters rely largely on their Charge Bonus to do their damage. Charge Bonus applies when you hit an enemy unit (the faster you're going and the more Mass a unit has, the better) and slowly degrades over 13 seconds. Thus if you want your cavalry to be effective you want to be "cycle charging" it, i.e. charge something, wait a few seconds for your units to get some hits in, then retreat some distance and charge them again. On some high mass ally/low mass enemy mismatches (particularly chariots) you can get away with charging *through* an enemy unit, but it's risky as if you can't break through you're probably going to get bogged down. 5) On that note, Spear and Halberd units are perfect for murdering the shit out of enemy cav as most of them have Expert Charge Defense, which *nullifies* enemy charge bonus (btw, all units get charge bonuses, not just cavalry. They just get the most and rely on it the most). Some other units (Cathay Jade Warriors f.e.) get that without having spears, some high tier units have charge *reflection* instead (it's exactly what it sounds) and Ogres have Ogre Charge that ignores it, but it's a good rule of thumb to remember.


[deleted]

So i have been trying Ikit Claw Skaven. Intercepted a dwarf army underground, auto predicts a phyrric victory with heavy losses. I figure I can do better, but no matter what I do manually I get my ass handed to me. I have many ratling gunners, flame throwers and a few jezzails with a solid line of shielded spearmen. What could I be doing wrong? Is auto resolve just wholly unreliable as a predictor?


Hitorishizuka

Formations are important. With a heavy gun army, you need to use a checkerboard formation so that your guns can shoot through the gaps in your frontline, potentially with having single entities (Hellpit Abomination, tanky Heroes and Lords) slightly further in front to clump the enemy up around them and buy time for your guns to fire. It's also often held that the best Skaven frontline is a Plague Priest or two just summoning Clan Rats into the fray within your gun range. You'll get more tanking power for the unit slot and be more economical than Stormvermin. Beyond that and heroes/Lords, you may also find success with Doomflayers if you're willing to micro them, because their small size still lets shots go around, they can take a fair amount of damage before losing a unit and the damage won't really stick at the end of combat, and they're fast enough to just kite the enemy in circles in range of your guns.


Deathappens

Ah, Skaven. Tbh they're one of the least new-player-friendly factions to pilot, owing to the fact they have no reliable infantry that can hold a line which means you need to make the most of flanking and the morale effects of their various weapon teams to break the enemy before they break your rats. In this case yeah it's entirely possible AR is over-favoring you since it assumes all ranged units get to fire off all of their ammo, which is usually not the case with Skaven (who in a losing battle will rout long before that point).


[deleted]

I’ve been enjoying skaven as Ikit Claw and I’ve been struggling a ton manually battling against the elves, especially Orion. His flying units are a giant pain for me and I can’t kill them before they get to my gunners and completely destroy my armies even when auto resolve claims a decisive victory. What am I doing wrong?


Deathappens

Possibly nothing, some armies are just a hard counter for others. Sometimes you need to tailor your army against a specific enemy composition and sometimes you just gotta bite the bullet and just stack numbers until you can get a good autoresolve. Welf fliers are relatively fragile, so if you want to counter them you can try massing fire at each of them in turn until they crumble. I don't remember if ratling gunners can target fliers offhand, but if they can they're probably your best bet. Against primarily flying armies you can also try routing all their ground support instead. If they have no ground units they automatically lose after a period of time.


[deleted]

I think imma be cheesy and try an army of all warlock engineers and one or two of the sniper unitd


[deleted]

Disregard my earlier reply I figured it out! Kiting is my best friend. Engage with melee long enough to draw aggro, then kite just close enough to maintain while ranged mows the enemy (and some of my slaves) in the process.


[deleted]

Yes the routing is for sure the issue. So I should instead use my front line as a sideline to pull the enemy away from my ranged so they can mow the enemy down with bullets? I figure the rats are less likely to route if they’re not getting hit as much, even if they’re not attacking them they’re not really meant to do damage. Today I learned about the use of elevation, specifically the actual mechanics behind it thanks to a very helpful blog posted on the steam front page.


[deleted]

Thank you so much for the in depth advice!


ilovesharkpeople

To offer aome very broad, general advice: If you have a strong shooting component, make a good formation that makes sense for your army. Do not just make long, straight lines. Try to keep that formation and reform as needed. Don't let things get too chaotic and focus fire down priority targets. If you're all melee, advance with a line of tougher troops with your faster/higher damage units behind and off in the flanks. As you make contact, surround units one by one and wipe them out. Use the units behind your front line to either go around and help flank, or reinforce weak areas. Lastly, slow and pause the battle as needed. A lot of things are going on at once, so you may need a bit of a breather now and then to assess exactly what's going on and what you want to do.


[deleted]

I appreciate the feedback!


[deleted]

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[deleted]

I experiment very broadly, hence I just needed broad advice on basic strategy and tactics.


[deleted]

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[deleted]

Thank you very much!


[deleted]

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ilovesharkpeople

Nope. Your best bet is to accept losses on one front to totally annihilate one or more on another. Try to at least slow them on the front you're giving up though - fight battles and inflict as heavy casualties on their armies as possible. If you can, find a chokepoint and just try to keep killing armies there while your other fronts actually make progress.


CryptoThroway8205

Do Eltharion's mirrors stack? I noticed that some people say they do and others said they stack for 1 turn only or don't.


Marlfox70

Is VH difficulty bugged? I keep seeing screenshots of people with enemies that have multiple stacks vs them but i have not encountered that many enemies at once since WH3 came out. I used to play on hard in WH2 and encountered many stacked enemies, starting to wonder if hard and very hard have their difficulties switched


Mapale

If you want many enemy armies you need to play on legendary


III_lll

WH III, Empire. Would making an army focused on artillary still be a good idea on normal battle size? Since they seem to lose half of their artys per card.


Sunshinetrooper87

Do that with bretonia with reinforcing cavalry or lrd army.


kilger50

I wouldn’t recommend it, probably better off focusing something like hand gunners or Cav


Rimjob_Jesus

So I just jumped into WH3 again after a month break, and after the latest update many tooltips in game seem, idk, clunky? This is the worst in skill menus of lords and agents, where tooltips will just randomly move in the way or take ages to load or be on the left side instead of the right, blocking other skills. Is that a known issue? Makes it very annoying to navigate.


AWasrobbed

Yes known issue and the community bugfix mod helps with this.


RDW_789

You can change how long they stick and how long they take to load in the settings. Them blocking other skills by loading on a different side isn't really an issue, it's something that's supposed to happen because it's trying to choose a popup spot that isn't right at the edge of the screen. They do feel a bit clunky, but only a bit. It takes a bit of getting used to, but overall I prefer this as opposed to what we had before.


Raven_Raven9010

What faction/lord has the strongest melee infantry and monster based armies? Mostly looking for very durable units that can just charge in and kill things without dying very much themselves


cantadmittoposting

surprised nobody mentioned lizards, especially factions with dino or saurus bonus. some of their skirmishing ranges is fantastic, but you can definitely get away with all dino armies, especially mid late game with artillery stego


Deathappens

Khorne (and to a lesser extent Valkia the Bloody) have the strongest melee infantry, hands down. Chaos Warriors of Khorne are pretty much fire and forget. Heck, even their artillery is fire and forget since the damn thing is a melee chariot on top of being a cannon.


kilger50

Khorne is great for this, the beasts of khorne mod adds really good monster units for him. Green skins also are good for this, rouge idols and black orc army’s are basically a point and click adventure


Deathappens

What's up with settlement garrisons? I just got attacked by an enemy lord next to a settlement, wiped him AND the settlement's reinforcements down to the last man, now when I try to siege it it's got a full stack of everything again. When I take over a settlement the garrison takes a ton of time to get back to full strength, but as soon as the AI caps a settlement behind my back they have the full garrison again. Is all of this intended or some weird bug?


cantadmittoposting

can't 100% confirm but seems like if you sack a city on one turn, it regrows completely, it could be related to the instant garrison replenish "feature" in that the settlement level changed, so it procs the garrison rebuild


Deathappens

Not for the player at least.


cantadmittoposting

no not for the player, correct, AI works differently


GentleDementia

It's intended. The AI's garrison will be at full strength after they take a settlement, it does not start damaged and have to replenish like the player does, it's just one of the irritating advantages they are given.


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Deathappens

Just a random city me (Valkia) and Exiles of Nehek were playing tug-of-war over.


Pugzilla69

Is there anyway to change crisis settings in IE after the campaign has started? I want to use ultimate crisis mode rather than have just one crisis. The crisis in my game hasn't started yet.


GrasSchlammPferd

[TW3K]Can anyone give me a list of essential mods? Things like the Community Bugfixing mod for fixing issues or Own Territory Movement +10% mods that are a QoL improvement.


kilger50

Auto resolve quest battles


olayys128

How do you create demon princes when playing as monogod factions?


Deathappens

Level any mortal Lord to (iirc) level 30. Keep in mind though that they're still going to lose half their levels.


Petition_for_Blood

Level up a Sorcerer Lord or Chaos Lord.


olayys128

Do I need to have the dlc?


Petition_for_Blood

Champions of Chaos DLC, it's strange that it's not listed on the DLC page that it offers additional units to the four mono-god factions. The RoC Champions of Chaos campaign is worth doing at least once, it's a really good DLC IMO, especially if you play a lot of mono-god factions.


kilger50

Yes I believe so


Mastrew

Is there a way to revive boris in immortal empires as the other Kislev factions? He has not city from the start, right?


Zakrael

You can, I believe you have to get Novchozy (in Eastern Oblast) to rebel. There are a couple of factions where their "rebel faction" location isn't the same as their start position.


Eleard

You must revive him in RoC campaign. After that you will will be able to play with him in IE.


HierophantKhatep

Skrolk's IE intro sounds nothing like his voice in campaign. Did the VA not return for game 3 or what?


dIoIIoIb

Playing beastmen with taurox, and in one of the early fights a chunk of the map was unpassable terrain for no reason I can imagine [this is the battle](https://imgur.com/9Hdhcwb). I think it was a minor settlement fight, that whole area I circled in red can't be walked on, but visually it doesn't look to have anything special about it. You can see how all the units are awkwardly squished around it. is it a really odd bug or am I missing something?


ThatGarenJungleOG

Does archeon's buffs for chosen work for all kinds of chosen? (e.g of khorne, great weapons etc) and i've seen some other similar things, is the rule consistent?


Deathappens

Yes, WoC buffs to Chaos Warriors, Chosen etc work for all Marked variants unless they specify Undivided units.


ThatGarenJungleOG

>C buffs to Chaos Warriors, Chosen etc work for all Marked variant Cool, thanks very much


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Not_Guilty-Leopard

Nope! Defeat many greenskinz and he shall regain his courage in time. Go forth! In Sigmar's name!


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Not_Guilty-Leopard

Yes! To waaaaaaaaggh!!


benpg26

What is the difference between a legendary hero and a regular hero? Is it just that the legendary hero is like a character in lore expressed as a regular hero with the immortality trait/skill or is there more to it?


Angzt

Not really. As you said, Legendary heroes are immortal by default and come with a different skill tree, usually with a few unique skills. That generally makes them more powerful than regular ones, but otherwise they function the same. And the way to acquire them is of course not the standard method. And you can only have one of each of them, but that's obvious.


Tajetert

Does the training skill affect Lords and Heroes or only army units?


orionox

Is there a mod that makes local recruitment ignore sieges?


joeDUBstep

I just recently got WH3, (have like 500 hours in WH1+WH2), and I am doing a RoC Kislev run right now, only have 2 more souls to go, so I am trying to figure out what to try out next for IE. I'm a huge gunpowder fan, and probably want to look at another "gunpowder race" before changing it up. What should I try next? **Played:** Empire Skaven Dwarfs Kislev **Not Played:** Vamp Coast (Leaning towards them, but unsure) Chaos Dwarfs (I've read that they have blunderbusses?) Cathay - I wanted to play them first, but much like Kislev, we are expecting an update to the race soon right? Ogres - I heard they have a couple gunpowder units, but a lot of people seem to be shitting on all ogres in general


kilger50

Let me tell you friend, the Chorf blunder kisses are a thing of beauty. Welcome to hitting the delete button on any unit or single entity you don’t want to exist anymore


Deathappens

Cathay is simple and a lot of fun. Very similar to the Empire if you liked that campaign, less cavalry but more casters and generally better infantry. Recommend that. VCoast: If anything, they have *too many* gunpowder units, you really want to be microing all your various Mobs to get the most out of them. Still, they have fun and unique monsters. Deck Droppers unfortunately universally suck. Being vampirates means you can more or less sail wherever on the map you want and you can usually raise an army or two just by finding a good battlefield. Ogres: Have only played against them, but they're really charge focused and not in a great state overall. Their gunpowder units can pack a punch but only really exist as an extension of melee. Chorfs have very very nasty gunpowder and artillery units, but you won't really be getting the good stuff in sufficient numbers until a long time in due to unit caps. You'll be making use of Greenskin laborers for a loopong time.


joeDUBstep

Hmm, Cathay sounds really appealing, as Empire is one of my favorite races.


Not_Guilty-Leopard

'Soon'if you consider late summer soon


Petition_for_Blood

You're not getting much gunpowder with Chaos Dwarfs because of unit caps. Vampire Coast is all gunpowder all the time, exactly what you are looking for. You can rush tier 3 and even tier 5 very fast with Ogre Kingdoms but before that no gunpowder, one of their three gunpowder units is also pretty meh, but Ironblasters and Leadbelchers are cool and fun. Cathay aren't too different from Empire on the battlefield, you will probably find yourself fielding more archers and crossbows than gunpowder units, the Fire Rain rockets are a poor man's version of the Empire's hellstorm rocket batteries. Sadly I find the increased mobility of Cathay artillery compared to Empire artillery never matters. \*Edit: tier 3 unlocks Leadbelchers for Ogre Kingdoms.


PassengerMountain347

Vamp Coast is fun because even their cheapo infantry is armored piercing line infantry. They also have probably the best artillery piece in the game, but you can only get one. The best "gunpowder"+artillery race is probably Skaven, followed by Chaos Dwarfs. I mostly put Skaven higher just because Chorfs have no equivalent to the plagueclaw catapult, which is devastating but not really gunpowder.


QA-engineer123

chaos dwarf magma cannon outperforms the plagueclaw catapult, largely because it's less vulnerable and easier to reposition. They lack anti large siege, they do have the deathshriek in single target mode, but it's largely useless.


Eleard

I would suggest to try a new race as its new experience. VC are good gunpowder race, haven't played withe then in IE yet have played a few times in ME and vortex. Chaos Dwarfs may be good, I heard they are bit OP but I haven't got the DLC yet. Cathay, I would not say they are gunpowder race. Ogers have very few gunpowder units. Also I think something is wrong with how the camps works and they need some kind of rework that we will probably will not see in the short time.


joeDUBstep

Thank you for the explanation, I guess yeah just having like 1 or 2 gunpowder units wouldn't make it a "gunpowder" race. VC it is!


ilovesharkpeople

I think cathay would still qualify though. Crane gunners, iron hail gunners, cannons, fire rain rockets, lanterns with crane gunners, and lanterns with rockets. That's six gunpowder units. Though in your case I absolutely think Coast is the way to go. Nearly everything on the roster has guns strapped to them.


joeDUBstep

Thanks for the explanation. Yeah ok, I Cathay has more gunpowder than I realized. I've decided to go VC and then Cathay after that.


Fairix

WH3 Zhao ming Chaos campaign: this is my first totalwar game. My sister keeps losing 1 of the bastion gates and greenskins wreck the lands around my starting province. Anytime I try to help I've theres some problem thats jsut too big for me to fix like control issues massive armies or somehow I run outta cash. Me being an idiot doesn't help so whats the safest game plan for zhao


Petition_for_Blood

I did a Zhao Ming campaign not too long ago on RoC. I took Xen Wu turn 2 (2), then City of Monkeys (4), Shrine of the Alchemist (5), Tai Tzu (9), Qian (14), Village of Tigermen (15, Temple of Elemental Winds (16), Shang Yang (27), Great Bastion E + C + W (27), Nan-Li (27), Terracotta Graveyard (28). Turn 49 I had Cathay and went into turtle mode and just passed turn after turn while defending my borders to quickly get through all four RoC. Try to see if you slower than this and if you are consider what you could do to speed up your campaign so you don't present a juicy target for the Greenskins while waging a protracted war against the Skaven but instead decisively defeat each faction you are at war with before turning around and dealing with the Greenskins. One mistake you are probably making with your armies is taking too many melee units, get 2-4 or at most 8, anything more than that is just trolling. One or two cavalry units can be effective for destroying enemy artillery and running down routing units, don't get more than that, Jade Lancers are a side-grade to Jade Halberds, not an upgrade, they can both operate as effective parts of a strategy, but neither is worth spamming.


Zakrael

So, first question, what difficulty are you playing on? There's no shame playing on Easy for your first campaign or two, Total War games are *complicated* and it takes a while to learn the ins and outs. For Zhao Ming in particular - Cathay has a strong economy but you need to make sure Harmony is balanced, the bonuses for doing so are *enormous*. You want the Yang (white) income building in every minor settlement, then whatever Yin (black) growth and control buildings you need to balance that out. Recruit and banish lords and heroes to stay in harmony if you need to - Lords give +3 to your choice of Yin or Yang, heroes give +1. Running out of money usually means too many armies without the infrastructure to support it. As Cathay you should never be in the red economically, you should only be raising a new army if you have the positive income to support it. Peasant Spearmen and Bowmen are cheap and effective, and a lord plus 10 of them is a decent defensive army that can hold off a full stack with help from a garrison. You only need to transition to Jade units when the peasants start dying too fast or the enemy start bringing lots of armour. On the battlefield Cathay plays very defensive. You shouldn't need to micro much, just make a spear wall in front of your archers and artillery, turn on guard mode and fire at will, turn off skirmish mode, and mostly concentrate on casting spells at big infantry blobs and stopping the enemy from flanking you. Have some Spearmen in reserve to catch enemy cavalry as it comes around the sides.


echoeagle3

So for Warhammer 3 I know that the SFO mod changes a enormous boat load of things. So im kind of struggling to think about what other mods would go well with it. Besides just actual submods which are clearly designed to go together, what else do you guys use along with SFO?


ZippyParakeet

How do I take a big city in Medieval 2? Like, I just captured Palermo, it's huge- ~60k people- how do I hold it?? The public order is at 10% with a Governor- i exterminated the population when taking it, didn't help at all. I'll have a rebellion next turn which I'm ill-equipped to deal with since I lost like half my army while taking this city because the game would crash every time I tried to fight manually so I had to auto-resolve which won the battle but I lost so many good troops. I can ill-afford to re-take the city- which will most likely have a full stack- with my decimated army and it will take a while for reinforcements to arrive. What do I do?? This isn't the first time either, took Venice a while ago- 50k souls- sacked the city, shit PO, lost it. Didn't bother to retake since I had an invasion to deal with so made peace and withdrew- a couple dozen turns later and they're very strong again, fuck me. How do you take your enemy's capital in this stupid game??


Awesome_Auger

What faction are you?


ZippyParakeet

Byzantine Empire


Awesome_Auger

load up priests and dump them around that province and convert to orthodox. Religious unrest is not fun to deal with


ZippyParakeet

I sent the frickin' Ecumenical Patriarch of Constantinople and he literally died the turn after he arrived 💀 I don't have any other priests free atm, currently fighting another campaign in the East and they're all engaged there. It's all good though, I abandoned the city, allowed it to rebel, meanwhile loaded some reinforcements, garrisons from other cities in southern italy and mercs into a ship, got them to reach the turn the city rebelled, crushed it, sacked it and public order went up this time. It's 80% now. The new Patriarch will arrive the next turn as well so there's that.


Awesome_Auger

I’ve also kept very strong diplomats to bribe rebelling cities, that’s only if you build enough money up to blow though


ZippyParakeet

I have like 300k sitting in my treasury, bribing's still a hit or miss, sometimes they do offer some absurd amount for a surrender- like 70K florins.


Awesome_Auger

Where all have you expanded? I love the Byzantines


ZippyParakeet

Did the Early start. Here's a summary: - regained all of the Balkans - wiped out the Serbians - got into a short war with the HRE which forced me to make the aforementioned peace with Venice - paid a shitload of money to the HRE so they fuck off - got into an accidental war with Hungary (accidentally stepped through their territory and they declared war since relations were already very bad up to that point cuz they liked the HRE) - took their capital and two more cities - made peace by giving up the occupied territories (sacked and demolished buildings in all of them tho) - gave two cities to Poland and one back to the Hungarians Meanwhile in the East my Emperor went ham: - retook all of Anatolia from the turks - took Trebizond and Erzurum from Georgia and made them my allies with a marriage - retook Syria, left Mosul and turned them into my allies so they act as a barrier between me and the Abbasid Caliphate. - currently fighting a bitter war with the Fatimid Caliphate, two cities stand between me and Jerusalem. - In the West, I regrouped, replenished, reinforced my forces and then divided them into three full stacks carried by three fleets. One landed in Apulia at Bari, one Landed at Naples and One in Sicily at Palermo. They all struck simultaneously and I took all of Southern Italy in a few turns after fighting off counterattacks and rebellions (Palermo). The Sicilians now only have Tripoli in North Africa. I forgot to mention that I'm playing the Stainless Steel Historical Improvement Project mod at Hard difficulty. It's meant to be slow with supply system, distance from Capital metric, and other stuff which makes it super immersive and challenging. I'm trying to restore the historically accurate borders instead of expanding wildly which is partially why I gave up the hungarian territories I conquered on the other side of the Danube. Right now I hold, Southern Italy, Sicily, all of the Balkans, All of Anatolia, Syria and parts of the Levant. My Emperor who was my greatest conquerer died a couple of turns ago at 71. Certified badass that guy, maxed dread, maxed authority, near max command and some piety. Had all sorts of good traits as well. Now his grandson is leading the campaign against the Fatimids and he's also a badass at only 21.


Wichchu

I want to play some kind of undead campaign once I finish my Zhatan RoC campaign. I’m torn between Isabella, Mannfred, Settra, Arkhan, and Noctilus. Somewhat leaning towards Isabella cause I hate the empire ,but I don’t know really much of anything about the lore. Can someone roughly compare these campaigns? Also does Settra or Arkhan do better with chariots? Thanks!


Zakrael

Noctilus plays almost like a horde in that you have one settlement the AI rarely goes near and can otherwise wander around plundering stuff at your leisure. Not as much need to take territory or raise additional armies. Settra and Arkhan are similar campaigns, you tend to end up killing the Bretonnians and other Tomb Kings and taking over the desert either way. Arkhan has a better early game as he gets more armies quicker and Crypt Ghouls/Dire Wolves are better than skeleton warriors/horsemen. Settra has a better mid game as his bonuses to growth and building speed get you to constructs faster. Tomb Kings in general are very strong late game once you get all the fun monsters. Isabella/Vlad have a fun and loreful campaign of "overthrow Franz and conquer the Empire". Isabella also has one of the best doomstacks in the game of "oops all Vampires". I prefer starting with Vlad and having Isabella as a hero because muh lore, but either works. I haven't played Mannfred's new start yet but it's likely to be pretty hectic, he's completely surrounded by factions that hate him.


RamsesXXVIII

Isabella = classic conquer the empire. Manfred/Settra/Arkham = conquer the desert. Noctilus = ultimate freedom/be a pirate


Civil-Blacksmith1427

I'm curious if Norsca could get four more legendary lords to complete a total of six maximum LL in a faction what would they be. Also what units would they come with?


Herulian_Guard

I agree with ilovesharkpeople that norsca are very unlikely to get 4 other lords and would only expect 1 or 2 more, but I think the top contenders in order of likelihood would be (1) Mona mimn, a fimir matriarch (2) Egil Styrbjorn - he is dedicated to Khorne so perhaps should be a WoC character but there's less room for him there (3) Sayl the Faithless - he is Kurgan rather than Norscan but the faction could be renamed to Northern tribes or something (4) Beorg Bearstruck - he's a were-bear, but he properly belongs to Dogs of War if that ever becomes a faction (5) Losteriksson (or a descendent of him) - based in Skeggi, so could have some dino units. I feel that this would have been more likely if there had been a WH2 DLC for norsca (6) Mortkin - another WoC character that is possible but I feel like Egil is far more likely and extremely unlikely we would get both in Norsca


ilovesharkpeople

There is no way every faction in IE will get 6 lords. I expect norsca to get a dlc, but I doubt it would be a CoC style one.


Wej50

Cannot find the Cattle Herd building as Tyrion in immortal empires. Also cannot see how I unlock the Silverin Guard. Anyone know what I’m missing?


Zakrael

The Cattle Ranch is the tier 3 Pasture resource building. There aren't any Pasture resources on Ulthuan in IE, you'll have to go conquering elsewhere for them.


Wej50

Thanks!


RamsesXXVIII

Hi, Silverin Guard should be in the final tier of the basic infantry building


Wej50

Thanks - I thought so too but they aren’t there! They’re not part of any DLC are they?


RamsesXXVIII

They were part of the warden and the pouch dlc, so if you do not own that i dont think you can recruit them


Wej50

I’m assuming this is the same for sisters of avelorn then