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Warhammer: Total War: Green Leather Weapons and Playing Teaching
1. Be sure to leave the goblin factory as soon as possible in the early stage of green skin. The goblin factory can unlock the technology tree.
You will never have technology until you leave the factory. And worst of all, all siege guns need the support of the goblin factory.
2. The orc chariot is mentally retarded. Don't dream of being a wave-breaker like the Egyptian chariot in Rome 2.
You scum, musketeers can do nothing but bully crossbowmen (wait, musketeers don't seem to bully either? )
3. Cheap construction cost allows you to accumulate Waaagh value as soon as possible when you explode a large number of troops in the early stage (the bar on the right).
When the Waaagh value is full, you can see that there is an affiliated army called the Waaagh Corps (free translation) as a friendly army to follow your reinforcements, and the first one to follow your troops when they reach the Waaagh value in each round.
The Waaagh legion is not unique. You can have several Waaagh legions.
Waaagh legion stems from the low IQ of green skin, so it will follow the green skin warlords who can fight by default. (what? Is there any food over there? Boss, take me with you ~)
4. The cavalry's attack power (early stage) is very poor, which is outrageous. War children's armor-piercing ability is also poor. In the early stage, the correct way to deal with dwarves, regardless of armor-piercing ability, long-range fire density and armor strength, is to explode a large number of troops (plus waaagh legion) before and after. If the enemy sticks to his position and gets into a ball, our army will often suffer heavy casualties after a period of time. The correct way should be: stick to the enemy head-on, and then send Waaagh Corps (or use waaagh Corps to stick to the enemy and use the elite of our headquarters) to surround the rear and attack from front to back. Although the lethality may not be strong (dwarf miners are all heavy armor units to you and can't break armor). But less than half a minute after the detour, you can hear the dwarf shouting "Orc! There are orcs everywhere! " Break up and retreat.
Note: At this time, the cavalry should not attack head-on. It is important to find opportunities to outflank and stab chrysanthemums or talk to siege units, crossbowmen and musketeers.
5. The best siege weapon for the ground (for the army) is the goblin glider, which is given by default. Both accuracy and lethality are outrageous. The accuracy of early human mortars was a joke. Later, we should use the Black Orc+Spider Cavalry+Monster +waaagh Legion to teach the opposite person to be a man!
6. For Green Leather, the importance of war is far higher than magic (personal opinion). The general's one-on-one combat ability is much more affordable than the legion buff (especially when your troops were weak enough to cry in the early stage), while the things that have no attack power at first sight (especially the demon shaman) only increase the attack speed, fire speed and hit buff.
7. Remember, your long-range troops are scum, scum, scum.
Then Waaagh went up and surrounded the enemy. Don't try to do too much damage with archers. Be reasonable. As long as the opposite side is not immortal, long-range firepower will crush you in density and accuracy, break armor or kill you.
But at night, the goblin commando's poison arrow is still very useful. Especially when you are going to fight or kill enemy generals (? Make sure it's not the biography of the Three Kingdoms. )
8. The impact on imperial cavalry should use multiple rows of high-damage formations to prevent enemy cavalry from cutting through the formation, and then use goblin riflemen to disgust the stuck impact cavalry. As for the ordinary hand-to-hand cavalry, your black leather guards and night goblin assault archers are starving.
9. The correct way to open a tomb (Vampire Empire) is for military commanders to fight one-on-one, and the opposite side will make up soldiers and even summon reinforcements. Taking 2~3 officials is the king, usually fighting a vampire or necromancer. As for zombies, vampires and black knights, wow, haha! ! !
10.Waaagh legion is faster than its own legion. So try to use the Waaaagh legion as cannon fodder! Reduce our losses!
1 1. behemoths are big units, and so are cavalry. So if you find the anti-giant attribute in a certain unit, congratulations. Mass production, especially when chaotic evil spirits invade, or Half Dragon and chaos beast teach you to be a man in minutes.
12. If you want to go to a place, but it is far away, you can consider digging a tunnel. Although it hurts.
13. Monsters are also siege units. Will cause damage to the city wall.
14. Impact cavalry (icon: horse+toothpick) refers to cavalry with enhanced impact (in other words, combat capability cannot be guaranteed after stopping).
Accordingly, the melee cavalry (icon: horse+axe/sword) refers to the cavalry who is dominant in melee.
15. All arms have soldier cards. The swordsman is better than the gunner in melee, but he has no armor-piercing ability. Axe soldiers have armor-piercing ability, but bows and arrows are generally weak.
16. Archers can shoot chrysanthemums from the enemy's back in addition to fixing the fort. Generally, the opposite side will be directly scared, but the archers of orcs have poor armor-piercing ability. It is suggested to use the demon poison bow in the early stage and consider taming the wolf demon archer in the later stage.
17. Orcs are two arms, goblins and orcs. Orcs are strong in impact, vitality, attack and penetration, but relatively slow. Goblins are fast and numerous, but they are low in morale (easy to break up when attacked), weak in individual vitality and small in unit mass (easy to be penetrated by cavalry). So it needs to be mixed.
18. Should that be enough? Finally shouted: for the tribe! ! ! ! ! ! ! ! ! ! ! !
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