Seethe
Arbiter
- Joined
- Nov 22, 2015
- Messages
- 967
I think C&C is worth a try. The skill trees can be a little jarring at first, because there are so many more skills and it requires scrolling to see everything. Typically, the skills are organized in groups of three or sometimes two, and picking one skill locks out the other options. Here are a couple of examples for Malekith:I have finished my Dark Elf campaign. Easily the strongest and even funnest campaign from Warhammer 2 imo. The slave income is insane, the buffs for the lords at level 10 are fun, Malekith is a killing machine, shades are now one of my favorite units in the game. If only the Black Arks weren't shit, but still, really well designed overall. Also the cauldron of blood is cool to look at.
I might give Choices and Consequences a chance. Is it worth? I am interested a lot in the skill trees, because they aren't simply "put one more point for 5% more health" kind of crap. And the unit caps are a fantastic addition
- Late in the skill tree for Malekith, you must choose between Seraphon (dragon mount for Malekith) or Kindle Hatred. Kindle Hatred is a constant aura that grants 20% armor piercing and Weapon Strength. While Kindle Hatred may appear like the superior choice, I have had to heavily lean on Malekith and Lords to win battles, especially when the AI brings 3 stacks and ambush me. Units have much higher health pools in C&C, and magic/lords can perform most of the heavy lifting. It is not uncommon for my Witch Elves/Executioners to have 50-80 kills, while my lords have hundreds of kills.
- Early in the tree, you must choose between Stealth, Prepared, or a Banner for Darkshards. Stealth grants stalk to Darkshards, movement speed bonus at rank 4, and 25% to armor piercing values at rank 7. Prepared grants Darkshards 15% range, vigor resistance at rank 4, and 35% ammunition at rank 7. The banner grants either 20% ward save or magic save (I forget which) to a unit.
- Another late skill tree decision is between Warleader, which grants 10% upkeep reduction for all armies and other bonus, and [forget the name] that grants 50% captives and 100% bonus to gold for sacking settlements.
One criticism (or two) is that the battles can become Herohammer, if that makes sense. Lords with magic can determine a fight. I had a battle with 3-4 skavens stacks against my one army, and the only reason I won is because Malekith's Gaze of Malice spell could nearly wipe out closely packed skaven units. Magic can be overpowered, but the spell costs appear much higher as well, so you have to choose between buffs/debuffs is a long fight or damage spells to end a fight early.
Also, auto-resolve can be dangerous, even when you have 90% victory rate. Replenishment is very low in the beginning for Dark Elves, and if you lose a high ranked unit, the replacement unit does not instantly obtain the Lord buffs.
Yeah, I tried doing an autoresolve with the Empire army, and it wrecked half of it. Wow. I am kind of a fan of that actually, because it encourages me to fight battles in which I'd have fewer casualties if I were to autoresolve. Might be tedious in some situations though.
Another question: does SFO have unit caps as well?