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The important thing with the ruituals is not really a race with the other factions. You get a relatively easy quest battle if they get there before you.

 

As stated above the shards are key, especially the buildings that give 1 shard a turn (the dragon guys have got one for example, and the shrine of khaine IIRC is one also).

 

When you complete rituals it gives you reputation bonuses with your faction and penalties iwth the others IIRC so it becomes easier to confederate.

 

But yeah just try to get Ulthuan confederated/conquered and kill some dark elves is always a good strategy :D. The Teclis campaign is quite different to the Tyrion one as well if you want some more high elves. It is a lot harder as well.

 

The biggest difference I found between 1 and 2 is that you can no longer retreat from combat in forced march mode, which caught me out a few times :D.

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I went through my first vortex ceremony successfully. I actually overestimated the Chaos forces that would attack me and found it fairly easy to beat them back. Annoyingly, it seems that they can pass freely through the gates that are held by the other High Elves. Didn’t count on that and it cost me a razed settlement, but otherwise it really wasn’t that hard.

 

Can the enemy always pass through the gates if they are held by other High Elves? Does it matter if I have a defensive alliance/military alliance with them?

 

Now that I’ve finished the first ceremony I will concentrate on eliminating one of the High Elf factions that has been a thorn in my butt by continually attacking me and refusing to make peace, even though I beat them back each time. Once I eliminate them I will hold all cities within inner Ulthuan. I will leave the outer ring of cities to the other High Elves as by just holding the inner ones I imagine it will be much easier to defend.

 

I’m still rolling with spears, archers and sea guard, supported by Elyrian cavalry. Need to start building the specialised buildings that allow me to get the top tier troops.

 

By the way, I got a couple of warnings about the Dark Elves doing a ceremony and getting a Black Arc and that it will soon attack me. What’s that about? I know my Warhammer lore and black arcs are the huge ships (almost floating mini cities) that the Dark Elves have. But as there is no naval battle mechanic I’m wondering how they are supposed to work?

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I only played a ME campaign as Teclis (so not on Ulthuan) for the HE, wasn't aware of the Gates thing. Seems silly.

 

The warning is because the Black Ark is obtained through a ritual, and you always get warnings when one is performed by another faction. The attack text is the regular fluff text, not an actual threat. Black Arks allow the Delfs to have access to recruitment options far from home since they do not get Global recruitment. They need to be built up though, and it takes a long time. They also provide range support during battles in their area of influence, but I don't know how good the AI is at using that.

 

I take you don't have the Queen and the Crone since you didn't mention the Blood Voyage? Be wary anyway, the Chaos waves become much nastier as you progress.

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I don’t have any expansions. Just the standard TWW2. Did my 2nd ritual and it was just as easy as the first one, except that 1 turn into the ritual a Dark elf army randomly spawned next to an undefended city (it had been defended, but I moved my forces out of it to go and attack the Chaos puppets). Very annoying that it just spawned and instantly razed the city. I recall when the first enemy race started their ritual I had an option to pay money to send a mercenary army to attack them. So I assume that is what happened to me. Whenever the other races start their rituals now I no longer seem to get the option to pay money to get an army to attack them. Any idea how to do it? It just gave me that option the very first time in the game that the other race started their ritual.

 

I now occupy the entire inland sea area and am friends with all the High Elves on the seaward sides. It seems like an easily defendable position and I don’t have any compulsion to confederate with the other High Elves, as it would be much harder to defend. It is somewhat boring though just turtling up, so I might send a couple of armies to raid Naggaroth once I have performed the 3rd ritual (I don’t have enough wayshards yet). By the way, how do you get wayshards? I seem to just produce small amounts of them from my territories. Any other way to get them though?

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There is a button I think at the top that gives you the chance to spend to spawn the intervention armies. They are quite expensive.

 

Generally you will face one (or all 3 on higher difficulty) intervention armies , so you will need an army in your capital before starting a ritual. It used to crash my economy as well as if your capital is under siege then you lose all your trade money. Annoyingly the armies spawn then get to move between your turns. Walls on the ritual sites are really needed (and your capital).

 

The chaos stacks to get nastier and tend to spawn closer as well IIRC.  The moving through the gates is a known bug, which is unlikely to be fixed any time soon. As the gates are cities and you can move thorough cities of someone you are not at war with. As you go through the rituals you get bonuses with your faction opinion which can help to confederate them to solve the problem.

 

Been a while since I played the vortex, but in terms of the shards I you get a small amount per settlement (possibly more or just in the major settlements I don't remember). There are also "shard sites" where you can build a special building which gives IIRC 10 shards each per turn. So capturing more of those is good. There is one in Caledor (the dragon dudes just to the west of Lothern in the outer ring) which you might have already, normally they attack you. You did say you did not want any of the outer ring though. I can't remember where the rest are, but they are near the starting positions of all the LL. I think the shrine of Kaine on the top of Ulthan is one as well.  The sites are marked with a little rune thing on the map next to the city name IIRC.

 

One thing that is broken for the high elves is that there is a mage ability that is on the 40 influence mages called administrator that gives a 30% reduction to cost and build time for buildings. THIS STACKS. So if you have 3 in the same province of them you can build anything for free in 1 turn pretty much (together with the -10%  bonus from the commandment  for owning the province or the -10% reduction from tech).

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Thanks for the info Etheric. My economy is crazy good. I’ve got about 200k gold and earning 15k per turn. So I sent a “medium” intervention force (5k) against the Lizardmen, who are quite a bit ahead of me and the Delf. It got wiped out pretty quick, so next time I will send the expensive 10k one. I also plan to raise and send an army to attack the Lizards, although its going to take ages to reach them given the vast distances over the ocean.

 

Regarding shards, I got the Caledor one to the west quite early. The Shrine of Khaine one is held by my main Ally with whom I have a military alliance. I don’t seem to have any option to ask them to confederate (perhaps because of the alliance or maybe because they are stronger than me?). They are to the north and west of me and control all the gates, so would love to be able to confederate with them just to get their gates. The other main faction holds the north/east outer ring and would confederate with me, but I don’t see any need to as it would just expose more of my cities to attack.

 

One problem I realised with playing as High Elves is that because of the tech that allows you to see all ports, the time between turns takes ages as you see what’s going on all over the map. The other problem is that due to the large distances over the sea, it is time consuming sending armies outside of Ulthuan and really hard to reinforce them when they are raiding other lands. I’m liking the campaign a lot though. Its good fun and I’m looking forward to the 3rd ritual where I will hopefully face a more challenging intervention from Chaos/others.

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You can fast forward other peoples turns, so it does not show you what they are doing, which speeds it up quite a bit. There is a button just under the shields. You have to do it every turn though.

 

For remote armies there is always global recruiting. Takes twice as long and only so many slots. YOu need to be in a city or encamped though. Tyrion has a choice between being better at combat and being better at support stuff. One of the support stuff options improves global recuriting as well.

 

For the confederations it is a combination of strength and how much they like you. Giving large gifts can sometimes help as that is a temporary +40 to opinion. If you confederated the one you can confederate it might give you enough strength to confederate the other one later. If you have a ton of money just using that is probably simpler. You can also use influence to push up their opinon as well. And if you have an alliance then starting a war together and winning it is also great. Plus the rituals give you bonuses as well.

 

Just sending some armies to take some of Naggaroth also works for getting more shards though :D. They are quite strong in the eye of the vortex though as they have a lot of fairly uncontested land.

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A bit of a side note here, would there be any interest by folks to watch a Vortex campaign playthrough on either Very Hard or Legendary difficulty? And if so would there be interest in people voting on which faction and leader I'd do it with? I've been itching to record and upload something on Youtube for some time now, so I figured I'd see if there was any interest here, so I'd know whether or not I'd post the videos on here, as I'll probably record them regardless.

 

Another idea I have also been toying with would be to see if it would be interesting if we could get an OCC multiplayer battle arena going on, kinda like the Orca Cola Brawl, but with Warhammer custom battles instead. Or possibly doing a multiplayer campaign with another OCCer, like AndyDavo and Zunk on their twitch stream.

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On 14.7.2018 at 2:35 PM, Barristan said:

Yes I'd be interested in watching a campaing on Legendary difficulty. Multiplayer battles could be fun as well, although I'd be crap at it :P

Well I mean only way to improve is to battle right? And the AI, once you start to recognize its patterns becomes rather easy to deal with on a tactical level and then it just becomes a battle of will your dudes be able to hold against the AIs buffed units.

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I'd be up for the MP battles, but i dont have the time to watch "lets play" youtube videos. When TWW first came out i used to enjoy watching heir of carthage's MP battles, but I never watched his campaign walkthroughs due to lack of time.

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Just performed the 2nd last vortex ritual. It was harder to defend this one mainly due to the skaven swarms that appeared and were able to ambush me even though it was their turn (and they got reinforcements, but i didn't)?? I'm guessing this is a Skaven special ability and it definitely caught me by surprise.

 

I have to say that the game has turned into a massive grind. Worst of all is waiting between turns. Partly my own fault as I just turtled up on Ulthan, but as I have lots of alliances around the world I now spend most of my time waiting for the AI turn to end. Great tip from Etheric about being able to speed it up, but even with the fast forward button pressed (and you have to manually press it every turn), it still takes ages. I spend about 20% of playtime in my turn and 80% waiting for AI turn. Urgh…

 

I want to finish it though, so am persevering for the moment. Am keen to try either Skaven or Lizardmen next.

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I'm currently closing in on the short campaign victory for my Hellebron game in Mortal Empires. My impressions:

 

- The Blood Night mechanic is both good and bad. Good in that it forces you to focus on getting slaves, something that I never really did as Malekith. I mean, slaves are a core mechanic of all Dark Elf factions, but I used to kinda ignore them. Hellebron really hammers home the point: Dark Elves want slaves!!! And when you have many slaves, you get tons of money. But it's also bad in that the Blood Voyage is really disappointing. Taking proper advantage of that (by sending an army after the Blood Voyage) would require a lot of effort and be very inconvenient most of the time, cause you're fighting other things.

- I've learned to appreciate the glass cannon units: Witch Elves, Sisters of Slaughter, Death Hags. My armies had very few "anvil" type units, and a lot of "hammers". Heavy archer compositions like your usual High Elf army would hurt, and having a few mobile units to disrupt their formation while advancing was useful for this purpose. However, once the Witch Elves etc. closed in on the enemy units, they usually traded very favourably (except against large units). So in that sense, this campaign was an eye opener.

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Yeah skaven have the ambush ability on their turn. It is actually a fun mechanic. And yeah you can get reinforcements, but not the opponent. It is a powerful ability. The settlement garrisons can also do this, which came as a bit of a shock as well.

 

Alith Anar also has this on the high elf side. Will have to have another go with him, he has a terrible start position, but a powerful ability. Was trying to get the sword of Kaine too hard and could not make it work last time. Probably that is a trap. He also has terrible climate ability. Most of Ulthan is the wrong climate for example. You are supposed to just take all of Naggaroth.

 

The lizards are very much infantry based, the saurus are very strong. The missile troops are a lot weaker. Found it hard to deal with mounted missile troops (or gutter runners which are the skaven equivalent).

 

Skaven are fun too. Did Queek on ME and that was interesting for sure. The Skaven food mechanic is tough to start with. You get food for winning battles, each settlement and army takes 1 food a turn. The region bonuses and some buildings (the 4th level of the improve economy building and any city with pastures, some landmarks for example) also give food. Was quite limiting to start with. Helps a lot to have complete regions, to use the region command for +2 food per turn. There are some technologies that also give food, which are pretty important as well.

 

Hopefully you can cope with the end turn times, it will be worse on ME.

 

Not tried dark elves that much. Guess should go do that as well.

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Food mechanics have been improved with the last patch, I haven't tested but it's meant to be easier to come by.

 

I'm playing a Norse campaign at the moment, love the unique flavour even if the roster is not really my cup of tea. It's fun to be the bad guys for a change ;)

 

Also just found a mod that completely randomizes the start positions for all races. Sounds awesome for when I get tired of the normal campaigns.

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I’m wondering that the best idea to limit the AI turn time might be to just limit yourself to non-aggression pacts and military access. I think that if you have a defensive/military alliance then it will show you everything that goes on in that factions territory, thereby significantly increasing the time between each of your turns.

 

I don’t think that non-aggression pacts give you vision over that factions territory. So best to leave it there. Although you will get the annoying prompts from them most turns asking to enter into alliances, so perhaps it evens out in terms of time between your turns…

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You guys do know about the options to speed up/ignore movements of certain factions right? During the AI turn if you click on the pause button it brings up the control panel for the faction currently active, but you can select any individual faction or just set global options for neutral, enemy or allied factions etc. You can also set up separate rules for agents and lords so you don't have to follow any agent movements at all which can be a godsend late game :)

 

13 hours ago, Barristan said:

Food mechanics have been improved with the last patch, I haven't tested but it's meant to be easier to come by.

Try broken. Stupidly easy now, to the extent that I took the City of Pillars with Queek inside 40 turns. Granted that game everything fell into place perfectly, right down to roving beastmen razing a dwarf settlement that was within underway range of both Eight Peaks and territory owned by an ally giving me a perfect staging area for a rapid assault.

 

Skaven snowball really fast now once you get on top of the initial food issue.

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Didn't know that @Zoraster. Thanks for the info - its a great help!

 

Finished my Helf campaign last night, although not in the way I wanted. Delf beat me to the final rite. I entered the battle to stop them with a 2nd grade army (not so bad, but not my best army either) and not realising that there would be reinforcements. As the Delf had a heap of ranged and I had very little, I charged them and went toe to toe, but was overwhelmed before the reinforcements made it to the front line. Very disappointing end.

 

So then I fired up a Skaven campaign. Did well for the first 20 or 30 turns and then got absolutely boned by all the weird mechanics for Skaven, which I don’t particularly understand. I had a lot of trouble fighting Saurus – Skaven just don’t seem to have anything able to take them down in early game and also the Lizardmen lords, which can tank a lot of damage. Then I got a warning that my 2nd lord was going to rebel, so I followed the advice and game him new recruits and got him to fight lots of battles. This worked a bit, but then he became much higher level than my legendary lord, which I found out was a bad thing. Then I had a bad food rating which I understand affects public order and army morale. And then, just as I was being attacked by both the northern Lizardmen and southern ones, my 2nd leader rebelled and that was basically game over.

 

Some tips about Skaven would be appreciated. I’m confused by several things:

1. the food mechanic – my understanding is that its bad to expand quickly as each city uses food. Is that right? Also armies use food? How do you balance it?

2. Corruption – didn’t really come into it in the last game, but can I understand that Skaven corruption is bad as it lowers public order? How do you manage it?

3. Lord rebellions – any tips on how to manage this effectively? It mentions you can give gifts to your lords, but I couldn’t figure out how to do that.

4. How should Skaven be played? Are they similar to Orcs that you should always be attacking? Should you be colonising settlements or is it better to just sack and raze?

5. How do you deal with Saurus and Lizardmen lords early on?

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21 hours ago, Zoraster said:

You guys do know about the options to speed up/ignore movements of certain factions right? During the AI turn if you click on the pause button it brings up the control panel for the faction currently active, but you can select any individual faction or just set global options for neutral, enemy or allied factions etc. You can also set up separate rules for agents and lords so you don't have to follow any agent movements at all which can be a godsend late game :)

Wait, so I can basically ignore all other movement and go straight to my turn??  If so this is a godsend and might well get me back into this game!

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On ‎19‎/‎07‎/‎2018 at 9:17 AM, dode said:

Wait, so I can basically ignore all other movement and go straight to my turn??  If so this is a godsend and might well get me back into this game!

Well I wouldn't want to oversell it as it still has to process everything, but if you went from default to turning off everything it would certainly make a significant difference.

 

On ‎19‎/‎07‎/‎2018 at 2:21 AM, Jimmy C said:

1. the food mechanic – my understanding is that its bad to expand quickly as each city uses food. Is that right? Also armies use food? How do you balance it?

Brief reply as I only popped in for a second: the main thing to consider with food is the penalties for not having it are pretty much irrelevant. Growth doesn’t matter one jot as other than your starter province virtually every settlement you take is insta maxed levelled. That is the big skaven edge so don’t throw it away trying to make food balance… spend it all on those insta level 5 capitals especially. Rats break fast with or without penalty. As for the public order that is a boon not a penalty. Low food, rebellion, weak army to crush, food supplied.

 

You do need to be slightly picky about what you capture. You only want to take a settlement if you will take the entire province unless it serves a clear purpose. The food commandment is the default goto. Raze most others but consider just sacking and keeping around a final settlement of an easy enemy or two. A nice orc farm feeds many skaven :) Having a permanent weak enemy gives you a steady bit of food income via raiding and battles while honing rookie lords and troops.

 

ARTILLERY.

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Shame you could not make the ritual battle work. Glad you had fun though.

 

Anyway skaven. I found gutter runners really good vs lizards as you are faster than any of their non mounted units.  So you can turn on skirmish run away and shoot them to death. The skirmish mode is useful as the AI will keep running away. Gutter runners need line of sight so they are not great at standing behind your army and shooting but flank wtih them and skirmish with them and they are really good.

 

For loyalty don't remember having too much of a problem with it, which lord did you have? Queek has bonuses for the melee ones and penalties for the Gray seers. There is also a ritual you can use which pushes loyalty as well.

 

Food was tricky. Every army costs you 1 food a turn, every settlement costs you 1 food a turn. You get extra food from the starting building (at least in my game my capital had a building that gave food). Also from the commandments will give you 2 food, and the lvl 4/5 version of the economy building (the one that gives you extra money from all the other buildings, and needs to be in a major settlement) also gives food. So generally if you can you want the main settlements where you can build the lvl 4 building or all the settlements in a region so you can use the commandment to get extra food. Raiding also gives food, and there are lots of technologies that also give food. THere is not an extra penalty for hitting 0 food, so it is not a huge problem to get to 0, the public order problem is managable. The pasture improvmenent you can build in certain cities also gives food. I would guess some of the other landmarks give food too (karak 8 peaks in the mortal empires campaign for example). Plus the food you get from battles.

 

What I did was try to beeline the techs that give extra food per turn and capture whole regions for the commandment, at that point is is more or less ok. I did struggle badly for the first 40 turns or so IIRC, then it got reasonably easy.

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Thanks for the tips.

 

So it doesn't matter how large your armies are in terms of food consumed? 1 army = 1 food, regardless of size?

 

Started a new game and am doing pretty well. Hold 3 provinces and the capitals of 2 others (although my friends the Tomb Kings annoyingly captured the minor settlements). I still have trouble with loyalty for my higher level lord. Ended up replacing him for a more loyal lord at one stage when his loyalty went down too far. But brought him back when i was ready to fight a few battles and in the meantime managed to get Skrolk leveled much higher.

 

Do Sauruses count as large or infantry? Trying to work out if its better to use Halberd or sword stormvermin against them.

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