RedditPP Mascot

RedditPP

r/totalwar • … • u/heroicsquirrel

Legendary campaign overview: Cylostra Direfin

I am currently finishing up a legendary Cylostra campaign (I have 4 full necrofex doomstacks, it's just a matter of time now) and thought to post my conclusions on it. Please point out anything I miss. I have not done a full campaign with the other lords so I will not give specific observations on any of them. Also any comments on the format is welcome.

This is for mortal empires.

Vampire Coast overview: So vampire coast is generally seen as fairly overpowered in campaign and I have to say that is an understatement. Their strengths include:

* Horde mechanic that allows provinces to be purely infrastructure and defense. * Corruption provides not only attrition, but turns rebels into vampire rebels which are complete jokes. * Due to above, public order buildings are largely unnecessary. just build defense buildings. * legendary lords allow 5 very cheap doomstacks (About 9-11k upkeep each for all 5. I can't recommend more because... well you either cant afford it or have already conquered world). * Fantastic economy for an "evil" faction due to scaling income. * heroes are actually underwhelming aside from vampires, who are nuts, but they are not bad. Unfortunately its a bit difficult to recruit a decent number of them compared to ai. * Very strong tech tree, and good fleet position mechanic. * Raise dead is overpowered and a fantastic mechanic. Abuse regularly. * Lore of deeps and lore of vampires are both really good magics. I actually think they are fairly equal since deeps absolutely destroys blobs with kraken spell in a way that even winds of death struggles to rival. * infamy will come, dont worry about it. * The torch defense building and the chain that eventually recruits giant crabs both give vampire corruption per turn. Since vampire coast kinda sucks at corruption you may need them. * Not only did the vampire coast find magic that let zombies shoot guns, but they also found space era rocket engines to strap onto thier boats. They get stupid campaign movement. * Dont bother with trade goods, just get the income buildings.

Military overview:

* handgunners and artillery you get from raise dead will carry you until you get a necrofex doomstack at like turn 20 or so. Aside from necrofex, there are many good units. * Necrofex colossus are one of the best units in the game, and a perfect doomstack. Btw, the red line gives 10% physical resist, the tech gives another 20%. The difference with and without these is night and day. * gunpowder in general are really strong, and front line is fairly unnecessary in their armies. But you can get doomstack so early that its advisable to just save money early and go straight for them on legendary. * use gunnery wight to refill artillery (big bess), vampires to heal, and just attack move. * btw you can make collosus take 1 turn to recruit. Kinda neat.

Cylostra Campaign: Surprisingly easy campaign. Like, I only had to reset because I chose to optimize start, not because I was losing.

* Cylostra and palladin can get physical resistance trinkets turning them into the best tanks in any early game afaik. * cylostra should rush the horde growth perks in the blue line, even before lightning strike. No-one should bother you until at least turn 25 since lustria is a god forsaken marsh and not even the ai can get through it. After that I sort of dick around and get caster perks, giant crab, and the perks to give collasus 25% physical resistance. * Turn paladin into an instrument of destruction. And get replenishment. DO NOT GET ORDER PERKS! YOU WANT REBELLIONS! * Killing mazdamundi was easy at around turn 30 with my doomstack and big bess. I can't foresee any problems unless you REALLY shouldn't be playing legendary yet. It's that easy. * Elves will constantly harrass you so get walls and let attrition kill them. * I recommend grabbing legendary lords when possible to start horde growth. * after securing 3 initial provinces just go strait to lothern. Take central ulthuan first, then outer ring. GG.

— 0