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Total War:Warhammer II – Snikch Ultimate Guide (Vortex-Kampagne)

Snikchs Clan Eshin Skaven-Kampagne kann Spaß machen und eine sehr schnelle Erfahrung machen, wenn sie richtig gespielt wird, perfekt für diejenigen Spieler, die sich langweilen, wenn sie sich durch Kampagnen mit über 150 Runden quälen. Diese Anleitung erklärt, wie man schnell und einfach den Sieg erringt.

Wie man Snikchs Vortex-Kampagne besiegt

Warum Sie diesen Leitfaden lesen sollten

Dieser Leitfaden ist spezifisch für die „Vortex“-Kampagne im Gegensatz zu Mortal Empires, da sich die Kampagnenziele für Mortal Empires ändern können, ich weiß nicht, dass ich sie noch nicht gespielt habe …

Schlüsselpunkt – Snikch ist nicht am Rennen um den Vortex beteiligt. Ein Reddit-Benutzer kommentierte, dass er, nachdem seine Kampagne etwa 150 Runden gedauert hatte, über die Endschlacht und die Notwendigkeit informiert wurde, diese Schlacht zu führen, um zu verhindern, dass eine andere Fraktion das Spiel gewinnt. Benutzer waren sich nicht sicher, ob dies ein Fehler war oder nicht. Wenn Sie sich jedoch an diese Anleitung halten, sollten Sie sich darüber keine Gedanken machen müssen, denn…

Sie können die Kampagne von Snikch sehr, sehr schnell gewinnen. Ich habe herumgeschraubt und ineffiziente Entscheidungen getroffen und die Kampagne trotzdem in 99 Runden auf Sehr schwer/Sehr schwer gemeistert.

Hauptziele für schnellen Erfolg

Um Snikchs Vortex-Kampagne zu bestehen, müssen Sie eine Reihe von Quests (Say-So-Rituale von Nightlord) absolvieren, bis Sie schließlich den Quest-Kampf „Rise of Darkness“ freischalten, um gegen Malus zu kämpfen und ihn zu töten. Sobald Sie diesen Quest-Kampf abgeschlossen haben, werden in Snikch endlich alle 5 „Schema“-Slots freigeschaltet. Schemata sind die kleinen Karten oben in der Mitte Ihres Bildschirms, die zum Abschließen von Verträgen verwendet werden. Wenn Sie nach dem Freischalten des 5. Schema-Slots darauf warten, dass die Schemata „zurückgesetzt“ werden, damit Sie sie erneut verwenden können, müssen Sie nur warten, bis „Stash Rations“ zur Verwendung verfügbar wird. „Stash Rations“ verbraucht 20 Nahrung, um alle derzeit verfügbaren Schemata sofort zurückzusetzen.

Sobald Sie 5 Schemata zur Verfügung haben und Snikch zur Verfügung haben (nicht verwundet), können Sie den Vertrag „In die Anrchie eintauchen“ verwenden. Und was für ein Vertrag. „Eintauchen in die Anarchie“ zerstört eine Fraktion, selbst wenn diese Fraktion 100 Siedlungen hatte und eine Stärke von 1 hatte. Das Endziel, das zum Sieg benötigt wird, ist die Zerstörung der Fraktion Hag Graef, der Fraktion von Malus Darkblade, die sich auf den Inseln in der südöstlichen Ecke befindet der Karte. Sie könnten also eine große Anzahl von Runden damit verbringen, sich zu diesen Inseln hinunterzukämpfen, um Hag Graef durch rohe Gewalt zu vernichten, wie sehr un-Eshin, oder Sie könnten einfach auf „In die Anarchie eintauchen“ klicken, auf Snikch klicken, nach unten scrollen und Klicken Sie auf eine der Hag Graef-Siedlungen wie Tor Elasor, klicken Sie auf Bestätigen und gewinnen Sie sofort.

Das war es auch schon, nur ein paar kurze Anmerkungen zu den vorangegangenen Ritualquests. Sie erhalten Quests, die Sie erledigen, um sich auf den Say-So-Vertrag eines Nightlords vorzubereiten. Sie müssen Snikch auch auf ein bestimmtes Level bringen. Sobald Sie bereit sind, schließen Sie den Say-So-Vertrag des Nightlords ab, der Snikch für einige Runden von der Karte entfernt. Sei bereit, Snikch in seiner Armee durch einen anderen Lord zu ersetzen.

Sobald Snikch den Vertrag abgeschlossen hat, erscheint eine Armee auf der Karte, die zerstört werden muss. Ich denke, diese Armeen spawnen in der Nähe von Snikchs Armee / letztem Standort, bevor sie einen Vertrag abschließen, und ich denke, sie bewegen sich nicht wirklich, aber nicht bestätigt. Das Schöne an diesen Armee-Spawns ist, dass es sich nicht um Questkämpfe handelt. Diese Armeen können also von jeder Ihrer Armeen zerstört und von mehreren Ihrer Armeen doppelt oder dreifach zusammengetan werden, sogar automatisch aufgelöst. Macht es wirklich einfach, die Kampagne schnell voranzutreiben, wenn Sie bereit sind, diese Tatsache zu nutzen.

Schlüsselstrategien und -taktiken für schnellen Erfolg

Schlüsselinfo

Die Assassin's Hideout-Kette beginnt bei Level 1 statt Level 2 und endet bei Level 3 statt Level 4. Das bedeutet, dass Sie eine Höhle der Geheimnisse in einer kleinen Siedlung bauen können, anstatt sie in Ihrer großen Siedlung bauen zu müssen, wodurch ein Platz frei wird in Ihrem wichtigsten Settelement. Sehr schön.

Greife die nahegelegene menschliche Armee im Süden an, gewinne, dann hast du die Wahl; um diese Armee zu erledigen oder Elfenruinen einzunehmen. I killed off the army so I wouldn’t have to chase them across the map, then next turn I took Elven Ruins. Build a Ratling Warrens in El-Kalabad in slot 2 (you start with Den of Dread Deeds). I screwed up here and built a taskmaster’s platform in slot 2 when I should have built the warrens for money and growth. Looking at my saves, I used food to make Elven Ruins a Level 3 settlement, and I put an Assassin’s Hideout and Ratling Warrens in Elven Ruins.

Always try to sack first for the money then occupy. Then go east and capture Sudenburg, doing so gives you control of the whole province and lets you choose an edict, choose the -10% construction and +growth edict. In Sudenburg I build a Rubbish Pit and Walls, I probably should have built warrens for faster growth early on. Building a money building (Rubbish Pit and Ratling Warrens) would have been more money, the walls may not have been needed, but then again, the walls may have deterred the AI from attacking Sudenburg; I had like 3 tomb king armies raiding around Sudenburg but they never attacked. You could put a clan rats building in Sudenburg if you want as well, however, since Clanrats and Stormvermin are stupid expensive unless you become buddy-buddy with Clan Mors via Contracts (and you want to focus on being buddies with Pestilens and Skryre over Moulder and Mors which will probably mean making Moulder and Mors hate you), it isn’t needed or worth it.

Once slot 3 because available in El-Kalabad, build walls (Covert Chokepoints) for additional defending troops. Skaven defending troops are pretty bad, which is why you need as many of them as possible to deter the AI from attacking in the first place, and if they do attack, to hopefully give you time to run back with an army to defend El-Kalabad. I screwed up and built a Pox Cauldron, Weapons Dump and Construction Cavern before the walls, which caused me to sweat when the AI moved toward El-Kalabad while Snikch was off elsewhere. Once slot 4 and 5 open up, build a pox cauldron [you’ll need a Plague Abbey in order to recruit the awesome Gutter Runners (poison)] and construction cavern [for Warlock Enginner]. You can put Arcane Generators and taskmaster’s platform chain buildings in the final 2 slots at Tier 5. Then you can leave the warrens or demolish to build something else depending on your strategy.

Here is where you have the opportunity to learn from my mistakes and have a faster and easier campaign than I did. I went east, attacking the tomb king in that direction until I reached the dwarves in the east mountains and ended up taking those mountains. I did fine ultimately, but I was spread out and my campaign was stressful because I needed to build a second army to defend El-Kalabad (see my build order mistake of not building walls right away), and when I tried to attack north or west with that 2nd army, the battles for conquest were more stressful than if I had kept Snikch and the 2nd army together (probably could have auto-resolved everything), and I kept having to rush back to defend my starting province. If I could have afforded more armies then maybe my going east would not have been as problematic, but I could only really afford 2 armies for a long time.

I was able to easily kill off Arkhan the Black by taking Wizard’s Caliph Palace pretty quickly, but I only had that major settlement for a long time and due to rebellions I constantly had to rush an army back to save that city, slowing down my advance. I should have capitalized on that by moving northwest and securing that whole province, then moving east taking out the Bretonnians, and slaughtering the Dwarves in their mountains right there in the middle, thereby having my entire north and west flank secure. If you get this whole area before Settra can move west, and try to be buddies with Settra and everyone else to the east while they fight each other, and only fight what you need to level Snikch up (which you could do just by sacking one settlement over and over again with him, or 2 if you can find 2 close together). Also, by doing this, you can run 2 armies together, thereby bringing overwhelming force against your targets.

All that above concerned my first mistake in how I approached fighting in The Southlands (“Africa”). My 2nd mistake was confederating first Clan Pestilens then Clan Skryre in Lustria (“South America”), and not immediately disbanding those lords to re-recruit them in “Africa”, nor selling every building in their provinces so the AI could capture them and relieve me of my interests in Lustria. I would recommend either not bothering with any confederation at all, or do what I just suggested, bring those Legendary Lords to “Africa” to help Snikch in his fight and sell everything and abandon Lustria.

Key Note regarding Unit Choice:Gutter Runners (Poison) are the unit you really want to be running. Poison slows enemies, and armor-piercing just makes them brutal. However, I think they are like twice the cost of Night Runners. And Night Runners with armor-piercing are really good already, even more so if you buff them with Warlock Engineers and/or have Assassins to tarpit enemies so the Night Runners can shoot freely. Of course GR(P) are better in every way, but you pay for it. I think if you run 2 armies of Night Runners, that would better at the start, until you are making enough income to upgrade to GR(P), but then, you could probably have more armies of Night Runners.

I didn’t really bother with Eshin Triads or any other units unless I needed them in a pinch.

I would say you could upgrade to Gutter Runners (Poison) on Snikch in preparation for the Rise of Darkness Quest Battle. I would wait until close to this point, because Snikch has a skill that reduces upkeep by 25%, which combined with the blue line -15% upkeep, makes for -40% upkeep. Awesome, except that during at least 3 points in the campaign, Snikch will go on contracts and you will have to replace him with a different lord, meaning that if you gave him GR(P) early, your upkeep will shoot up substantially, potentially at an inopportune moment.

In Summary

Load up Snikch with your desired Hero contingent (or no heroes at all), run the rest of his army as Night Runners (not slingers). At the right time, add another army of Night Runners to support Snikch, and run around securing your western and northern flanks. Level Snikch up and proceed with the quests, kill Malus, then Thanos Snap Hag Graef and enjoy your speedy victory, so that you can move on to try another faction.

Contracts

See the above list for what benefit each clan gives you for completing their contracts.

Clans give Level 1, Level 2, and Level 3 contracts, depending on your favor with them (Level 1 will be given from negative favor until you get their favor to the green tier that says it unlocks Level 2 contracts)

If you get your favor with say Clan Pestilens up to Level 2 contract tier, but then do a contract targeting them that drops your favor back down to Level 1 contract tier, the next time they offer you a contract, it will be a Level 1 contract.

You want to avoid permanantly staying in Level 1 contract tier with your favored Clan(s). You want to reach Max Tier with your favored Clan(s). Now once there, if you do contracts against your favored clan, as long as you don’t drop below Tier 3, you’re good. Tier 3 gives -200% cost to recruitment for their favored units, Tier 4 gives -220%, so it is not a significant loss to drop down to Tier 3, and then when your favored clan gives you another contract, it will be a Level 3 contract, shooting you back up into Tier 4.

The trick to contracts is, the positive effect for completing a contract for a faction seems to be greater than the negative effect upon the victimized faction. The goal is to keep your favored clan at the threshold where the next contract will jump the threshold to the next tier. So you want to get Clan Pestilens to unlock Level 2 contract, such that let’s say your favor is just below Tier 3, and then other clans target them and bring your favor with them down to just barely in Tier 2. Does not matter, as long as the next time Pestilens gives you a contract it is Level 2, that should jump you to Tier 3 with Pestilens. Etc.

You need to figure this out quickly, because I would try to not do contracts waiting for the game to give me contracts with clans I wanted, and they would not. I think you want to clear contracts in order to get more contracts, so figuring out the right order to do them is essential.

Key Info About Eshin Units

First thing you need to know about Clan Eshin:Their “Runner” units are awesome. Night Runners and their better version Gutter Runners and their better version Gutter Runners (Poison), as well as their respective “Slinger” versions, all have armor peircing attacks. “Runner” units for other clans do not get armor piercing, nor do similar units like Free Company Militia or Black Ark Corsairs (Handbows), which if you have played with those units you already know they can be awesome. “Runner” units and Free Company Militia and Handbow Corsairs can fire whilst moving, so you can put them in skirmish mode and they will run away from the enemy while shooting them. If your opponent does not have counters to these units (or enough of those counters, 1 or 2 counter units can still be easily beaten usually), you should easily win if you do not make any critical mistakes.

Note that “Runner Slingers” do not fire whilst moving. They have greater range to compensate, and I’m sure they can be used very effectively if used right (probably having Assassin Heroes or Eshin Triads tarpit the enemy while the slingers rains death on the blobbed enemy), but Runners require a lot less micro. You can basically just put Runners in skirmish stance and let them shoot the enemy to death while running away. The fact they Eshin Runners have armor piercing makes them effective against heavy armor foes like the Dwarves, which is fantastic.

Note:when you get the heroe dilemma, choose Warlock Enginner and put him in Snikch’s army. Max out Triangulation, Increase Ammo, +Range and +Speed for Missile Units, which will make your Runners even nastier. 3+ Warlock Engineers make Runners disgusting.

If you want to understand how easy this can be:At start, Have Snikch + 1 or 2 Assassin Heroes with 3 points in “Replenish, with the rest of the army being Night Runners. Maybe a Plague Priest instead of 2nd Assassin or in addition to them, maybe 2-3 Plague Priests (if you like using magic casters). And the engineer. I would probably do Snikch + 2 Assassins with Max Replenish + Engineer and have the rest be Night Runners, which would give you 16 runner units. Try out the Warp-Grinders at the start to see if you find them useful, if you lose the Warp-Grinders you start with, no biggie. If you like them the problem is they are not Eshin units, they are considered Skryre units, so they are ridiculously expensive until you max Contract Favor with Skryre.

With Snikch and an Assassin or 2 slaughtering enemy lords and heroes like they be younglings, and maybe Plague Priests dropping Plague spells on blobs, with the Runners surrounding the enemy shooting them to death, you should be able to easily defeat your starting opponents. Your goal is to get a second army with more Night Runners asap to support Snikch (2nd army would be a good army to try out 3+ Plague Priests, especially if you choose a Plague Lord for that army). Warlock Master Lords are awesome once on a Doom-flayer or Doomwheel, would be a good lord choice. Or you could try out the new Master Assassin.

I don’t know how the Master Assassin performs, he is a ranged lord, so I don’t think he is a melee angel of death like Snikch is.

Assassin heroes are beasts once they max out their combat skills. They can slaughter enemy lords and heroes like Snikch while massacring enemy units. Honestly an army composed soley of Assassins could be a wrecking ball.

Second thing you need to know about Clan Eshin:All non-Eshin units are 200% more expensive until you gain contract favor with the clan that unit is most associated with. See the list below:

  • Clan Mors:Clanrats and Stormvermin (+2 Public Order in all provinces, +15% Weapon Strength for Lords &Heroes).
  • Clan Moulder:Rat Ogres and Hellpit Abominations (-2% construction cost all buildings, +10% Physical Resistance for Lords &Heroes).
  • Clan Skryre:Weapon Teams, Doom-flayers and Doomwheels, and Warp Lightning Cannons (+5% Research Rate, +20 Armor for Lords &Heroes).
  • Clan Pestilens:Plague Monks and Plague Catapults (gives +1 food per army, +5 Melee Defense for Lords &Heroes).

My order of priority for gaining favor is:

  • Pestilens:+1 food makes armies stop costing you food, which is brilliant. Plague Catapults are awesome.
  • Skryre (if you own the Skryre DLC):If you cannot play Skaven without running weapons team/artillery or doom units/artillery armies, this is the clan you want to gain favor with ASAP. I will discuss “shooty” armies in my Clan Skryre guide.
  • Moulder:If you love the monstrous Skaven units, but for me, mainly for the +10% physical resistance on Lords &Heroes (especially if running lots of Assassin Heroes, although again, +20 Armor and +5 Melee Defense from Skryre and Pestilens is nothing to scoff at either)
  • Mors:Armor-piercing and Skirmishing Gutter Runners with Poison are much better than Clan Rats or even Stormvermin. And +15% Weapon Strength is nice but Snikch and Assassin Heroes will already murder anything in their way as is.


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