In addition to the campaign mode, "Warhammer Total War" can also directly engage in multi-party battles. The following is the gameplay experience of "Warhammer Total War" shared by heavypanze about the air force, morale, artillery, etc. in the battle mode. Let’s take a look.
First, let me talk about my overall intuitive feelings about Warhammer Battle: the units of Rome 2, the morale of the Shogunate, and Attila’s style of painting.
Next, let’s talk about the system changes of this Warhammer battle in a systematic way.
1) The immature air force system
2) The classification of infantry arms is diluted
3) Dynamic morale
4) Artillery surrender My embarrassment syndrome is back!!!!
1) Air Force System
The Air Force should be the biggest gimmick of this generation of war. Judging from the demonstration video at the beginning, it dominates the system. However, during my actual use yesterday, I found that only two factions can systematically use the air force: Bator and Vampires. (Don’t talk to me about dwarves, helicopters are terrible at combat.) Many other factions only have air forces when choosing flying mounts, which creates a very embarrassing situation.
The general was killed by Pegasus alone in the sky!
Two teams of Pegasus cavalry or two teams of gargoyles can besiege and kill the general in the air within 30 seconds, which is only a short time. It is enough for our own side to shoot 2-3 times from a distance, and cannot provide effective support to the general. There is no other air force on our side that can support the general. The most critical point: the general cannot land on his own initiative!!!!
This means that the general cannot receive support from ground units, and the ground units can only watch on the ground as the general is dismembered by the local air force.
This is very embarrassing.
But don’t worry, because I soon discovered new problems.
Although it has not been strictly tested on all units, from my current experience, it seems that all air units move at the same speed, and air combat can only occur when both parties are hovering.
Yes, smart children's boots should have thought of it.
As long as I want to run away in air combat, you will never be able to catch me. I can walk my dog ??to the ends of the earth.
I was defeated by Pegasus twice yesterday, and then Pegasus escaped from the computer 4 times. Can't catch up in personal testing.
So the current air combat is still very immature, but the air force's raids on ground units are still remarkable.
I feel that the Pegasus is the most useful air force unit currently.
Most air force units have high health and thick armor. They can ignore the first round of long-range shooting and directly cross the enemy's defense line from the air to attack the back row. The artillery and long-range effects are not very good. Moreover, it has strong maneuverability and can take off and land at any time. It can raid the enemy's vulnerable positions on the battlefield. It can be said that it still plays a very important role and has a serious impact on the traditional ground combat system of the whole war.
I won’t say that my first game on the computer was killed by Pegasus.
I played 4 artillery pieces in the Imperial Sea. As a result, the Pegasus crossed my line and forced the Griffin General, and then attacked the artillery to hinder the firing. Then the cavalry and infantry swarmed up, and I actually knelt down. .
2) The classification of arms has been diluted
This generation of arms has added major categories (air force, behemoth), so all the previous divisions of arms have been blurred.
You can see more intuitively that infantry is a category, unlike before, it is divided into contradictions, swords and shields, axes, and two-handed weapons.
The same goes for cavalry. There is no longer a distinction between impact cavalry and melee cavalry, and they are all collectively classified as cavalry.
If it is just a change in classification, it actually doesn't matter. The problem is that from the perspective of the attributes of the arms, the functional distinction of infantry has also been diluted.
A typical example is the top infantry of Chaos: chosen
This infantry has three versions of different weapons, corresponding to the previously classified swords and shields, axes and spears.
With the same price of 1,500, you can find that the attributes of these three types of infantry are basically the same, and there is not much difference
Ax has been used as an assault infantry in the previous game of Total War, with low armor and high armor. Attacking counter-infantry can easily be beaten to a pulp by long-range and cavalry.
Sword and Shield have always been line-resistant in the previous game. Their high armor can withstand beatings and shots, and they can maintain the line.
Not to mention spears, those who resisted cavalry were beaten with swords, shields and axes.
However, there is not much difference between these types of units in Warhammer, except that they have a bonus against large units (all cavalry plus behemoths). The attack power of the ax is even lower than that of the sword and shield (the armor penetration is higher). In actual combat, these three types of units are equally matched, and the large ax has a slight advantage in the duel.
Looking at Empire's 400 pieces of contradiction and sword and shield, the weapon damage of sword and shield is actually only 2 points higher than that of contradiction and other attributes are lower. This is unimaginable in any generation of the previous game of Total War. , which means that the sword and shield no longer have an absolute advantage in the conflict, and the classification of arms has been diluted to this point, which is simply terrifying.
One more thing, because there are a lot of behemoths and cavalry, the 400 conflict is much higher than the sword and shield because of the bonus against large scales.
Cavalry now no longer has a clear distinction between melee cavalry and charge cavalry.
Attila's Total War is that if the charge cavalry does not charge, it will be rubbish. The charge cavalry relies entirely on charging to make a living. The cavalry of this generation is more like Rome 2. The charge cavalry is a melee cavalry that directly increases the charge bonus. However, I still have to say that the charge effect of this generation is much stronger than that of Rome 2. There seems to be no difference in quality between infantry and cavalry. Any unit charged by the cavalry can fly away a large area.
And there is a very strange setting: most cavalry have anti-infantry attributes. And most of the infantry have anti-cavalry attributes
I don’t know how CA wants to set up the restraint of this generation of arms, I can’t understand it!
A cavalry attack of 900 yuan Can't beat the 650 spear? It doesn't matter! You can ride as much as you want with the 1200 one!
The same goes for the infantry. If the 400 sword and shield is bullied by the 900 cavalry? Replace it with the 1000 big sword to teach the cavalry how to behave.
Because the classification of arms has been downplayed, the obvious restraint between arms has also been downplayed. The restraint in Warhammer is no longer an absolute advantage, but a small bonus in battle? As long as you increase the price for it. More advanced units can completely ignore this small bonus and let the opponent fly in a wave.