If you use them like goblins - vanguard/flank deploy them, then go and stab some gits in the back or go for ranged/artillery pieces - they do some really good work. I don’t leave home without at least 2 units in every Greenskin army until the very late game.
For reference, if they are winning their current combat and thus getting their Opportunist Murderer buff active they almost have more damage than Empire Greatswords. Their smoke bombs, rather than being the Skaven hidey ones, are instead a -75% speed debuff which basically means if they jump on a unit that unit is not getting away for 21 seconds.
I don’t play Greenskins that often, but when I have the money for it, I usually make a bad army full of Skulkers and a Shaman Lord purely because they pull a lot more than their weight and cost suggest. You wind them up and run them in a direction until they all fall over or you need to replace them.
One of my players was somehow dumb enough to accept an Ordeal from the god of volcanoes immediately after combat and also lucky enough to survive the resulting 8d10 fire damage, so I decided that a wondrous item was a suitable reward for them.
They did not like that after surviving the fire damage I said ‘well done. you passed the first part of the ordeal.’ fufufufufu
speaking of d&d, i’ve got a session on friday and last session we leveled up to 3 and i chose my spells all on my own without consulting this thread for help
i’m very proud of myself because i think i finally understand how this all works and what i want
I hope you don’t have to chase him from as north as Skavenblight to as south as whatever that Lizardmen place is called, where the Last Defenders start. That was hell.
On the plus side, it seems I have to try a Skarsnik game for a change. Haven’t played him yet, only Belegar.
Given he starts down in that bottom right corner… yeah, spoilers, you’ll probably be rooting out rats for a while. Him and Sniktch.
It’s super satisfying when you’ve kicked them both to the curb, though. I even ended up saving Imrik (he made a good distraction, alright?) and gifted him the islands and jungle bits I had no use for (really useful mod, the settlement trader one) Then a long march back up North West to show the humans how you really throw down on orcs and dark elves, Dawi style.
I’ve been playing with that mod that gives you dead legendary lords from other factions, but that meant the Skaven got them as well. Really sucked when you sent a few armies down to root out the Skaven… huh, what’s that? Someone ambushed one of my armies despite them being close together? I hate Sniktch…
Sniktch is another one that’s really frustrating to fight as A.I. where he seems to be a one rat murder machine, and as a player his faction seems to take forever to get off the ground.
Trying to learn how to use Eshin units best, I was probably doing something wrong tbh. I got used to Skryre’s massed gunline the last time I played them, and that’s kind of coloured me for all the others now haha.
Shame their start position is ‘meh’ too.
I will admit, I haven’t played his faction yet. Next to Skyre I have only played Mors, Pestilence and Moulder. There was a time when I struggled to get Mors off the ground, but I believe earlygame I played as a true skaven and just had one or two armies full of Skavenslaves accompany my main army to quite literally swarm them with rats. Maybe that’s an idea for Eshin as well?
Unfortunately no matter the clan the ratling gun line is king
Eshin works best if you almost never slog out melee combat, using skirmished gutter runners to tag down the enemy front line while your assassin units 2-shot the enemy lord and kill all their ranged troops. Almost none of the Eshin units can survive a straight-up fight so you have to be sneaky, use ambushes and fight unfair.
Regarding Skarsnik, I’ve only tried him before purchasing handsome+chungus dlc. I wanted to stick to gobbins as much as possible, but it always felt like I’m nerfing myself hard by excluding all the orks. How is it with the dlc?
Also @Chieun and any other mod enjoyer, is there a mod that lets you choose your starting position as horde factions (eg beastmen)? Once SFO is out me and s.o. want to do a double beastmen playthrough, but would prefer to start together instead of far away and then meeting somewhere.
I played a Skarsnik campaign a couple of months ago and as mentioned I didn’t even bother with orc units in his army when I got Eight Peaks - you get a ton of buffs between your army and technology. You do have to play a bit more tactically as obviously Night Goblins won’t hold the line as well as Black Orcs, but they do well. Especially once you get Fanatics that can chew through infantry with their ability and Skarsnik’s improved poison.
Guess I’ll give it a shot then. Goblins have so much character to them in tww, it’s pure joy. Showing the world its not the size that matters its how you use em
SFO adds this to Chaos, as they only have one starting point in vanilla.
I do not know any mod that does it for beastmen, since they are already fairly spread.
If you do find one, make sure it’s a mod that uses a script to move your faction on turn 1, not one that changes where you spawn in the first place. Mods that do the latter, ie modify the startpos file, are notorious for breaking compatability with any other mod.
If one of you picks Khazrak, and the other either Malagor or Morghur, you are within manageable distance of each other.