Grakl
Chieftain
Alright, I haven't played the Warhammer Mod in quite some time but I decided to see where ya'll were at after having my love of Warhammer rekindled by Warhammer Online (I even busted out my miniatures and painting table). I listed the subject as "Week Review" as it took that long with many many restarts and finishes before I figured I'd had enough feel for the game to give honest opinions.
I play on Prince in FfH2 so I kept the same difficulty and the same custom game settings. I started off on Standard size map but eventually dropped it to Small with 10 civilizations. I like close quartered games where each city counts.
I'm a greenskin lover at heart so I started off with the Gobbos. The early game progressed easy enough and I expanded at a decent rate. After attempting to take the first barbarian city I noticed my units were being affected by Animosity. Interesting, I dig the flavor from tabletop but the issue I was running into was that my cities were becoming depopulated of units. My goblins couldn't defend. In a few short turns I could lose 3-4 units. I swallowed the losses and since I don't know the exact mechanics I decide to spread out my units (thinking maybe it was unit on unit in the same stack issue). Unfortunately, that didn't seem to make a difference. I eventually just stopped making goblins and orks altogether and went with your basic Axeman. I never actually got any further, the incessant loss of city defenders + "barbarian invasions" meant I was basically powerless to keep my country together. I restarted with the both the goblin and the ork tribe multiple times with the same effect, just after getting axemen my country fell to pieces from squabbling / invasion. I'm sure that's very Warhammery but from a gameplay perspective it's downright frustrating.
The goblin leader trait "arcane" is also misleading as I couldn't find an arcane unit in their list anywhere. I just chalked that up to unfinished civilization though, fair enough.
My suggestion would be to lower or cancel animosity in the cities. Let me add a caveat though. I played my first few games with "Double Events" and "Barbarian World (not raging barbs though)".
Next I moved on to Bretonnians. I dig them in tabletop as their a stark contrast to a horde army. They're horse lords so going down the cavalry tech tree seems obvious. My first game I made it to Ancient Cavalry before I gave up. The amount of necromancers and ork tribes spawning was overwhelming. Also, note that the AI is devious in their unit placement. Almost always in a forest or hill + forest. Thus the cavalry gets -% for attacking almost all non-plains/grassland terrain (true to history I'm sure). Which is a majority of the map. AI when spawning an invasion has pre-emptive strike capabilities against its adjacent city. Cavalry with no defense bonus and lower defensive value is a sitting duck. I replayed the Bretonnians a few times with all this in mind (axemen for defense, cavalry for cleanup) and got a tad further. The higher level Bretonnian cavalry is pretty far up the tree so much that I was bored by the time Knights Errants showed up.
Bretonnians is also the first time I ran into arcane units. It took me awhile to figure out how the magic worked (I couldn't figure out how to learn other types beyond Hedgemagic). The mages seemed useless early on regardless (spells had disadvantages ><).
Knights aren't nearly as powerful as I was hoping. They are heavily penalized on terrains. Their mobility is pointless on an invasion as siege engines are a must (1 space a turn stack). I eventually stopped using them in favor of mostly militia with a token knight to kill workers and flee back into the invasion stack.
The third civilization I played was Kurgan. It took me a few games to figure out where the chaos had gone. Honestly, I was expecting "Chaos" civ, which I suppose is a bit cliche. The first time I played them I was still under the FfH2 ideology of attack early and often for warfare civilizations. Oh how wrong I was. Sure, I eventually destroyed the Amazons, but then I was so far behind in tech and expansion. I decided to restart after reading a bit on the boards that Warhammer Mod is NOT meant to be early warfare oriented.
I had written off Warhammer as too frustrating before I finally sat down with a fresh look. The potential to have a Nurgle marked Chaos Warrior Warband was just too enticing. I finally turned off all campaign settings and turned off barbarians (though it will still spawn invasions) as they were getting just too damn obnoxious. I teched up and expanded as fast as possible to gain the most amount of ground. I then lay dormant til I reached Trolls. My first target was Von Carstein. After awhile I had captured 2 cities. My previous invasions in all Warhammer Mod games shows that extended invasions usually meet in frustration. Since I can only seem to support 1 healthy stack at a time, if my stack is out of country and a barb invasion spawns, I can kiss years of internal development goodbye.
So on it went, I made close friends with a fellow Chaos faction Norsca and we'd invade any upstarts their cities we fancied. This round was the first time I'd used arcane units to any effect. Started with warlocks and eventually made them to triple marked magus. I quit a few years after trying out the Chaos dragon. I had won, it was just a matter of time. No new units to play with, time to try a new civilization.
The marks of chaos I'm guessing aren't entirely finished. It seemed both Nurgle and Tzeentch had roughly the same spells just different namings (10-30% damage to surrounding units). Not like you really "need" to choose between the 2. You'll eventually get both within a couple lvls if you have the techs researched. I never did figure out the effect of Mark of Khorne as I never noticed that on any units. Nor did I notice Mark of Slaanesh offer anything to my magus.
My next go was the Dark Elves. Pretty much the same setup as Kurgan. Expand as fast as possible and focus on internal development before you build a stack of UUs and then avoid prolonged warfare in favor of quick siege + peace. I pretty much had the game in the bag by the time I upgraded a couple nasty Corsairs to Blackguards. I had a few sorcerers with a bunch of school upgrades but again, each magic tree seemed to offer the same thing (AE damage, 1 unique spell, summon). So leveling them up eventually became redundant. I mainly just used their initial Chillwind ability as the others either had missing text descriptions or they weren't as powerful.
In conclusion, I really dig how far the Mod has come and while the learning curve is pretty damn stiff even for a FfH2 veteran it was a riot once I learned the ebb and flow of the game. I think the mod does a very very good job of bringing the Warhammer world to Civ4. The ability to give marks of chaos was honestly a big surprise. Adds a really nice mechanic to the chaos tribes. The influence from combat mechanic is awesome (is it unique to Warhammer Mod?). Seems to fit well with the territory/influence system in Civ4.
Here's my novice suggestions, I left out obvious ones like "text values are missing" and "x civ isn't finished".
Overview and suggestions:
1) Animosity is more frustrating than it is fun, hard to be a horde when your stack won't move or it kills itself off while defending a city or leading an invasion.
2) Knights need a look or else I just don't use them right. Bretonnia seems penalized for having them be their UUs.
3) A lot of spells seem redundant.
4) Goblins are arcane for no apparent reason. No Night Goblin shaman..*sniff* Though I'm sure I can guess the answer: "We don't have Waaagh magic fully implemented yet. I'm looking forward to it when it is in though
5) Destruction and/or Chaos religion/temple sound clip is off the chart in volume compared to everything else.
6) Kurgan strikes me as a much more Khorne oriented tribe (Crom the Conqueror, not Crom the Magus). Yet he's listed as Summoner. Seems like something more warfare oriented would fit flavor wise.
7) Some civs seem alien to me. Ind, Hung, Cathay, Nippon, Tilea, Estalia, etc. These just seem like minor players in the Warhammer world. I don't know how much time was spent on them, but I'm fairly certain it could have been better spent on a more well known and flushed out civilization. Ogre Kingdoms is a recent addition and I quit following fantasy about the time they showed up so they seem silly on and off the table. Hopefully none of ya'll are fans of the civs I mentioned, if so, I apologize ><.
8) World Map, 10-15 seconds between turns at start (I have a pretty nice rig). Need I say more. Even a smaller map with the previous civs I mentioned absent would be nice. I tried it once then went on to custom game. Not too worried about it really.
9) Spawning invasions as immobile their first turn would help for cavalry civs (assuming they spawn in grasslands/plains). Also, I don't know if it's the AI or plain bad luck, but even invasions spawned in opposite sides of the continent would make their way to my cities ><.
10) Big congratulations for the team for some really good work. The progress from the previous version I played is obscene. Some obviously dedicated people on the staff.
Hopefully my review isn't too terribly hard to follow and yes I'm aware 50% of it can be sloughed off as "in development, just wait your arse". Just wanted to give ya'll an honest first hand impression from a FfH2 player. Played that mod to bits, time to see what else there is. I'd really look forward to playing Skaven if they had UUs to match. Same with Beastmen (I have a fledgeling Beastmen tabletop army. I read they might get the axe ><). I'm not quite sure who to replay next. Might take another stab at Bretonnia now that I have some experience with the mod. Also Empire looks promising though their UU list was not as flavorful as I was hoping.
Edit: Good lord this is long...sorry!
I play on Prince in FfH2 so I kept the same difficulty and the same custom game settings. I started off on Standard size map but eventually dropped it to Small with 10 civilizations. I like close quartered games where each city counts.
I'm a greenskin lover at heart so I started off with the Gobbos. The early game progressed easy enough and I expanded at a decent rate. After attempting to take the first barbarian city I noticed my units were being affected by Animosity. Interesting, I dig the flavor from tabletop but the issue I was running into was that my cities were becoming depopulated of units. My goblins couldn't defend. In a few short turns I could lose 3-4 units. I swallowed the losses and since I don't know the exact mechanics I decide to spread out my units (thinking maybe it was unit on unit in the same stack issue). Unfortunately, that didn't seem to make a difference. I eventually just stopped making goblins and orks altogether and went with your basic Axeman. I never actually got any further, the incessant loss of city defenders + "barbarian invasions" meant I was basically powerless to keep my country together. I restarted with the both the goblin and the ork tribe multiple times with the same effect, just after getting axemen my country fell to pieces from squabbling / invasion. I'm sure that's very Warhammery but from a gameplay perspective it's downright frustrating.
The goblin leader trait "arcane" is also misleading as I couldn't find an arcane unit in their list anywhere. I just chalked that up to unfinished civilization though, fair enough.
My suggestion would be to lower or cancel animosity in the cities. Let me add a caveat though. I played my first few games with "Double Events" and "Barbarian World (not raging barbs though)".
Next I moved on to Bretonnians. I dig them in tabletop as their a stark contrast to a horde army. They're horse lords so going down the cavalry tech tree seems obvious. My first game I made it to Ancient Cavalry before I gave up. The amount of necromancers and ork tribes spawning was overwhelming. Also, note that the AI is devious in their unit placement. Almost always in a forest or hill + forest. Thus the cavalry gets -% for attacking almost all non-plains/grassland terrain (true to history I'm sure). Which is a majority of the map. AI when spawning an invasion has pre-emptive strike capabilities against its adjacent city. Cavalry with no defense bonus and lower defensive value is a sitting duck. I replayed the Bretonnians a few times with all this in mind (axemen for defense, cavalry for cleanup) and got a tad further. The higher level Bretonnian cavalry is pretty far up the tree so much that I was bored by the time Knights Errants showed up.
Bretonnians is also the first time I ran into arcane units. It took me awhile to figure out how the magic worked (I couldn't figure out how to learn other types beyond Hedgemagic). The mages seemed useless early on regardless (spells had disadvantages ><).
Knights aren't nearly as powerful as I was hoping. They are heavily penalized on terrains. Their mobility is pointless on an invasion as siege engines are a must (1 space a turn stack). I eventually stopped using them in favor of mostly militia with a token knight to kill workers and flee back into the invasion stack.
The third civilization I played was Kurgan. It took me a few games to figure out where the chaos had gone. Honestly, I was expecting "Chaos" civ, which I suppose is a bit cliche. The first time I played them I was still under the FfH2 ideology of attack early and often for warfare civilizations. Oh how wrong I was. Sure, I eventually destroyed the Amazons, but then I was so far behind in tech and expansion. I decided to restart after reading a bit on the boards that Warhammer Mod is NOT meant to be early warfare oriented.
I had written off Warhammer as too frustrating before I finally sat down with a fresh look. The potential to have a Nurgle marked Chaos Warrior Warband was just too enticing. I finally turned off all campaign settings and turned off barbarians (though it will still spawn invasions) as they were getting just too damn obnoxious. I teched up and expanded as fast as possible to gain the most amount of ground. I then lay dormant til I reached Trolls. My first target was Von Carstein. After awhile I had captured 2 cities. My previous invasions in all Warhammer Mod games shows that extended invasions usually meet in frustration. Since I can only seem to support 1 healthy stack at a time, if my stack is out of country and a barb invasion spawns, I can kiss years of internal development goodbye.
So on it went, I made close friends with a fellow Chaos faction Norsca and we'd invade any upstarts their cities we fancied. This round was the first time I'd used arcane units to any effect. Started with warlocks and eventually made them to triple marked magus. I quit a few years after trying out the Chaos dragon. I had won, it was just a matter of time. No new units to play with, time to try a new civilization.
The marks of chaos I'm guessing aren't entirely finished. It seemed both Nurgle and Tzeentch had roughly the same spells just different namings (10-30% damage to surrounding units). Not like you really "need" to choose between the 2. You'll eventually get both within a couple lvls if you have the techs researched. I never did figure out the effect of Mark of Khorne as I never noticed that on any units. Nor did I notice Mark of Slaanesh offer anything to my magus.
My next go was the Dark Elves. Pretty much the same setup as Kurgan. Expand as fast as possible and focus on internal development before you build a stack of UUs and then avoid prolonged warfare in favor of quick siege + peace. I pretty much had the game in the bag by the time I upgraded a couple nasty Corsairs to Blackguards. I had a few sorcerers with a bunch of school upgrades but again, each magic tree seemed to offer the same thing (AE damage, 1 unique spell, summon). So leveling them up eventually became redundant. I mainly just used their initial Chillwind ability as the others either had missing text descriptions or they weren't as powerful.
In conclusion, I really dig how far the Mod has come and while the learning curve is pretty damn stiff even for a FfH2 veteran it was a riot once I learned the ebb and flow of the game. I think the mod does a very very good job of bringing the Warhammer world to Civ4. The ability to give marks of chaos was honestly a big surprise. Adds a really nice mechanic to the chaos tribes. The influence from combat mechanic is awesome (is it unique to Warhammer Mod?). Seems to fit well with the territory/influence system in Civ4.
Here's my novice suggestions, I left out obvious ones like "text values are missing" and "x civ isn't finished".
Overview and suggestions:
1) Animosity is more frustrating than it is fun, hard to be a horde when your stack won't move or it kills itself off while defending a city or leading an invasion.
2) Knights need a look or else I just don't use them right. Bretonnia seems penalized for having them be their UUs.
3) A lot of spells seem redundant.
4) Goblins are arcane for no apparent reason. No Night Goblin shaman..*sniff* Though I'm sure I can guess the answer: "We don't have Waaagh magic fully implemented yet. I'm looking forward to it when it is in though

5) Destruction and/or Chaos religion/temple sound clip is off the chart in volume compared to everything else.
6) Kurgan strikes me as a much more Khorne oriented tribe (Crom the Conqueror, not Crom the Magus). Yet he's listed as Summoner. Seems like something more warfare oriented would fit flavor wise.
7) Some civs seem alien to me. Ind, Hung, Cathay, Nippon, Tilea, Estalia, etc. These just seem like minor players in the Warhammer world. I don't know how much time was spent on them, but I'm fairly certain it could have been better spent on a more well known and flushed out civilization. Ogre Kingdoms is a recent addition and I quit following fantasy about the time they showed up so they seem silly on and off the table. Hopefully none of ya'll are fans of the civs I mentioned, if so, I apologize ><.
8) World Map, 10-15 seconds between turns at start (I have a pretty nice rig). Need I say more. Even a smaller map with the previous civs I mentioned absent would be nice. I tried it once then went on to custom game. Not too worried about it really.
9) Spawning invasions as immobile their first turn would help for cavalry civs (assuming they spawn in grasslands/plains). Also, I don't know if it's the AI or plain bad luck, but even invasions spawned in opposite sides of the continent would make their way to my cities ><.
10) Big congratulations for the team for some really good work. The progress from the previous version I played is obscene. Some obviously dedicated people on the staff.
Hopefully my review isn't too terribly hard to follow and yes I'm aware 50% of it can be sloughed off as "in development, just wait your arse". Just wanted to give ya'll an honest first hand impression from a FfH2 player. Played that mod to bits, time to see what else there is. I'd really look forward to playing Skaven if they had UUs to match. Same with Beastmen (I have a fledgeling Beastmen tabletop army. I read they might get the axe ><). I'm not quite sure who to replay next. Might take another stab at Bretonnia now that I have some experience with the mod. Also Empire looks promising though their UU list was not as flavorful as I was hoping.
Edit: Good lord this is long...sorry!