These Changes Are Needed to Improve the Greenskins' Campaign Experience and Their Justifications

Copied to clipboard!
3 months ago
Dec 30, 2024, 1:34:39 PM

1. Player can unlock unique scrap upgrades by recruiting other legendary lords.
This would make the gameplay more diverse, especially by combining different scrap upgrades effectively.


2. The amount of scrap obtained from destroying settlements now increases with the settlement's level of development and is no longer fixed at 50.

Only 50 scrap regardless of what is destroyed makes this mechanic less appealing. Increasing the reward based on settlement development would add more strategic options for players.


3. Reduce the building requirement level for Squig Chasm to Tier 3.
This adjustment aligns the requirements for the Night Goblin Big Boss with other heroes, increasing flexibility and choice.

Tier 1: cost 1000, unlocks recruitment of: Squig Herd.

Tier 2: cost 2000, unlocks recruitment of: Night Goblin Squig Hoppers, Mangler Squigs. unlocks recruitment of: Night Goblin Big Boss. 

Tier 3: cost 3500, Night Goblin Big Boss Hero capacity: +1, unlocks recruitment of: Colossal Squig.


4. Add a skill to the Goblin Big Boss that increases the success rate of hero actions. Add additional hero actions for Goblin Big Boss.
This would expand Skarsnik's strategic options, enhancing the faction’s unique playstyle.


5. Add Imbuement: Magical Attacks to Azhag's scrap upgrade.
Magical Attacks would add a distinctive feature to Azhag, complementing the name of the upgrade and increasing its value.


6. Lower the cost and base requirements for all Tinkerer series buildings.
Greenskin artillery isn’t particularly strong, and the scrap provided by this building is so limited that it might not even be enough to fully upgrade a single unit by the end of the game. Reducing the cost and requirements would make constructing these buildings more meaningful for Greenskin players. And if a building can be completed at T3, it will significantly increase the player's willingness to construct it.

Tier 1: cost 1000, scrap gained: +2, research rate : +2, unlocks recruitment of: Goblin Bolt Throwa, Snotling Pump Wagons. 

Tier 2: cost 2000, scrap gained: +4, research rate : +4, unlocks recruitment of: Goblin Rock Lobbers , Snotling Pump Wagons (Flappas).

Tier 3: cost 3500, scrap gained: +8, research rate : +8, unlocks recruitment of: Snotling Pump Wagons (Spiky Rollers), Doom Diver Catapults.


7. Add strategic enhancements to the Orc technology tree, such as casualty replenishment rate and local recruitment capacity.
This change would ensure that Skarsnik’s playstyle is not entirely meaningless when upgrading these technologies, adding value to the tech tree.


8. Swap the abilities unlocked through technology for Orc Big 'Uns and Black Orcs (Great Weapons).
Black Orcs (Great Weapons) have higher armor-piercing damage, so they don’t need to reduce enemy armor. In contrast, Orc Big 'Uns would benefit more from an armor-reduction ability, allowing them to handle a wider range of enemies, particularly heavy cavalry from factions like the Empire.


9. Add climate suitability for Chaotic Wasteland to Grimgor's 'Ardboyz.
Black Orcs were creatures modified by Chaos Dwarfs to work more efficiently, so it aligns with the lore that they would be more accustomed to Chaos. Additionally, in the game, Ironhide’s faction is one of the closest to the Chaotic Wasteland. This change would ensure the gameplay remains manageable without becoming overly difficult.


10. Shortening the duration of Waaagh! (campaign ability, not army skill)
The current duration for completing a Waaagh! in the campaign is excessively long, which disrupts the gameplay flow and slows down the overall pace. Shortening its duration would make the campaign more dynamic and engaging, ensuring players can capitalize on its benefits without feeling constrained by its lengthy time frame.


11. Add some new abilities to Mork's Call to Waaagh!
In the late game, The Greenskins have very few ranged options because their damage output is insufficient to counter powerful enemy armies., limiting their strategic variety. For Mork's Call to WAAAGH!, consider adding abilities such as summoning Boyz or Gobbos, or granting Devastating Flanker, which would make their tactical options more diverse and engaging.

Alternatively, increasing ammunition capacity and enhancing reload skills could also work. We all know that simply boosting ranged weapon damage has little to no impact on explosive ranged units, which make up a significant portion of the Greenskin ranged roster. However, improving reload skills and ammunition capacity would provide a tangible benefit to all ranged units.


12. Add tusk resource buildings for the Greenskins.

Majestic tusks should be more popular than gold and gemstones among the Greenskins. Adding buildings related to tusks as a resource would both align with their thematic identity and enhance gameplay diversity.


13. Allow any one of the three arrows pointing to Bigga 'n' Betta Bosses can unlock Bigga 'n' Betta Bosses. 

GewRnvzbQAA4Lzw.jpg

Currently, many factions have multiple starting paths, and very few require most preceding technologies to be unlocked before accessing late-game tech. Compared to other factions, the current restriction feels unnecessarily tedious.


14. Skarsnik's "Underbosses" skill should include Goblin Big Bosses 

https://community.creative-assembly.com/total-war/total-war-warhammer/forums/9-campaign/threads/8381-suggestion-skarsnik-s-underbosses-should-include-night-goblin-big-bosses?page=1#post-115830


Updated 3 days ago.
0Send private message
2 months ago
Jan 12, 2025, 2:47:49 PM

​Feedback with Greater Impact on Balance


1. Add Replenish Troops to Waaagh! 

This adjustment would improve the utility of Waaagh! by enhancing army sustainment during extended campaigns. Having recruitment bonuses without replenishment feels inconsistent, as sustaining your armies is just as important as expanding them.


2. Add some abilities to the Night Goblin Big Boss that boost the attack and defense stats of Squigs. 

This would enhance their synergy and make Squig-focused strategies more viable. Compared to Boar Boyz, Squig Hoppers fall behind in terms of armor and overall strength, even though both are cavalry units with armor-piercing damage. Enhancing Squigs in some way could make them a more appealing choice.


3. Reduce the recruitment time for the Colossal Squig to 1 turn.
This would give it a unique edge compared to the Giant, increasing its appeal and encouraging players to use it more often.

Updated 2 months ago.
0Send private message
0Send private message
6 days ago
Mar 13, 2025, 3:27:02 PM

yep agreed.


1. Add SOBB for thematic savage orc armies

2. Add wolf and boar chariot mounts from mp

3. Redo BOBB and GBB skill trees

4. Give the GBB a ranged attack to differentiate from NGBB

5. Add Gitilla as a LH

6. Unique mechanic for azhag - whispers mechanic 

7. Unique gork and mork mechanic


And then many of the points the OP suggested. Shorter waaagh. Unlock unique scrap on confederation etc 

0Send private message
?

Click here to login

Reply
Comment

Characters : 0
No results
0Send private message