Pyros
<Silver Donator>
Finally finished my IE campaign as Kairos. Was really fun, although kinda long but that's pretty standard for those campaigns. Writeup of the campaign:
Had a hard start and couldn't expand fast because I was surrounded by assholes and they kept moving in everytime I went to slap one, in retrospect some changes in how I played it would have made it easier but it had been years since I last played and I forgot some tricks. Once I got out of that stranglehold, I expanded really quickly but around turn 130 or so I ran into issues with being spread too thin and spending too much money every turn on upgrading all the shit I conquered, in 2 turns I lost 3 out of my 4 armies and decided to take some time and prepare for the last push.
Started adding unit buildings in provinces closer to the frontline(at the time that was in the southern parts of the tomb kings desert, Settra is the one who killed 2 out of the 3 armies with his unending stacks of garbage+one army with all the RoR units) and built 4 "doomstacks" which weren't fully doomstacks but armies that basically could win any 1vs1 easily and I made sure to spec every lord into lightning strike. Army comp was 4 Lords of Change(with all tech, I finished tech at like turn 100 or something with all the tech bonuses), 2 Soul Grinders to kill monsters and heroes and stuff, 6 exalted pink horrors for pew pew and 6 normal pink horrors for frontline since they're easily replaced. Along with Lord+Cultist for campaign movespeed and summons. In some armies I ran an additional caster for lore of metal, largely for plague of rust but all the spells were kinda useful so armies where my lord was lore of tzeentch I had a lore of metal hero in there too instead of a pink horror. My Kairos army had 3 flamers instead of the pink horrors, I speced into them on a whim so I didn't feel like disbanding them but I didn't notice how good they were until late game, probably would have had a couple in every army.
After that I cleared out the tomb kings(although some of these fucks went and took random territories and then kept spamming skeleton stacks at me so had to waste time killing these too) and started working on the greatest waagh guys past the desert. I made an allliance with Queek so he would keep Karak Eight Peaks since one of the endgame guys was Skarsnik and fed him a bunch of the mountain shit to keep him afloat, but he was very largely useless other than that even if at the end he had like 24settlements from all the shit I gave him. At some point I figured 4 armies wasn't gonna cut it against the endgame doomstacks, so I added 2more and upgraded the army that I had fucking around in Lustria to come help too. I left Lustria to Rakarth after giving him a bunch of the lands, I kept all the nice money harbors and gave him all the garbage mountain and jungle shit, and he basicaly cleared out the remaining lizard and huntsman expedition while I was gone.
After that it was just a matter of mowing down the greenskins slowly and carefully, and I had to play a bunch of fights manually cause the autoresolve would be like "oh you're assaulting a walled settlement with a waagh army in there, sorry that's gonna be a close defeat/pyrhic victory" and then I'd play it and lose literally no units. Once I got going with all the armies it didn't take too long to clear out everything, never lost a fight and their armies were mostly running away from mine, until some of them forgot the memo or they tried a last stand at some walled city which I'd clear manually.
Overall Tzeentch units felt super broken lategame. Lords of Change especially are super busted units, having so many bound spells means you can just take out so much shit for free. General fights had me killing half the enemy army before they even reached mine, and in settlement fights I just stood outside and kill everything with ranged/spells. Horrors are extremely cost efficient being both good ranged and decent melee for very low costs and their casters are really strong. I didn't put too much into their melee units other than Grinders(too squishy) and I didn't bother with any cav since I didn't have strong melee units to hold stuff down properly. I played without the DLC though so no chosen, maybe that'd have helped, but my playstyle felt right for Tzeentch, bait shit with throw away summons then unleash several overlapped spells on the idiots and rain blue and pink fire on everything.
Had a hard start and couldn't expand fast because I was surrounded by assholes and they kept moving in everytime I went to slap one, in retrospect some changes in how I played it would have made it easier but it had been years since I last played and I forgot some tricks. Once I got out of that stranglehold, I expanded really quickly but around turn 130 or so I ran into issues with being spread too thin and spending too much money every turn on upgrading all the shit I conquered, in 2 turns I lost 3 out of my 4 armies and decided to take some time and prepare for the last push.
Started adding unit buildings in provinces closer to the frontline(at the time that was in the southern parts of the tomb kings desert, Settra is the one who killed 2 out of the 3 armies with his unending stacks of garbage+one army with all the RoR units) and built 4 "doomstacks" which weren't fully doomstacks but armies that basically could win any 1vs1 easily and I made sure to spec every lord into lightning strike. Army comp was 4 Lords of Change(with all tech, I finished tech at like turn 100 or something with all the tech bonuses), 2 Soul Grinders to kill monsters and heroes and stuff, 6 exalted pink horrors for pew pew and 6 normal pink horrors for frontline since they're easily replaced. Along with Lord+Cultist for campaign movespeed and summons. In some armies I ran an additional caster for lore of metal, largely for plague of rust but all the spells were kinda useful so armies where my lord was lore of tzeentch I had a lore of metal hero in there too instead of a pink horror. My Kairos army had 3 flamers instead of the pink horrors, I speced into them on a whim so I didn't feel like disbanding them but I didn't notice how good they were until late game, probably would have had a couple in every army.
After that I cleared out the tomb kings(although some of these fucks went and took random territories and then kept spamming skeleton stacks at me so had to waste time killing these too) and started working on the greatest waagh guys past the desert. I made an allliance with Queek so he would keep Karak Eight Peaks since one of the endgame guys was Skarsnik and fed him a bunch of the mountain shit to keep him afloat, but he was very largely useless other than that even if at the end he had like 24settlements from all the shit I gave him. At some point I figured 4 armies wasn't gonna cut it against the endgame doomstacks, so I added 2more and upgraded the army that I had fucking around in Lustria to come help too. I left Lustria to Rakarth after giving him a bunch of the lands, I kept all the nice money harbors and gave him all the garbage mountain and jungle shit, and he basicaly cleared out the remaining lizard and huntsman expedition while I was gone.
After that it was just a matter of mowing down the greenskins slowly and carefully, and I had to play a bunch of fights manually cause the autoresolve would be like "oh you're assaulting a walled settlement with a waagh army in there, sorry that's gonna be a close defeat/pyrhic victory" and then I'd play it and lose literally no units. Once I got going with all the armies it didn't take too long to clear out everything, never lost a fight and their armies were mostly running away from mine, until some of them forgot the memo or they tried a last stand at some walled city which I'd clear manually.
Overall Tzeentch units felt super broken lategame. Lords of Change especially are super busted units, having so many bound spells means you can just take out so much shit for free. General fights had me killing half the enemy army before they even reached mine, and in settlement fights I just stood outside and kill everything with ranged/spells. Horrors are extremely cost efficient being both good ranged and decent melee for very low costs and their casters are really strong. I didn't put too much into their melee units other than Grinders(too squishy) and I didn't bother with any cav since I didn't have strong melee units to hold stuff down properly. I played without the DLC though so no chosen, maybe that'd have helped, but my playstyle felt right for Tzeentch, bait shit with throw away summons then unleash several overlapped spells on the idiots and rain blue and pink fire on everything.
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