Universal Warhammer Quest - (by Rodeo Games)

Discussion in 'iPhone and iPad Games' started by Sanuku, May 29, 2013.

  1. ste86uk

    ste86uk Well-Known Member

    May 9, 2012
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    I just re rolled my grey wizard for better spells I'd say heartbeat is the must have healing spell for me plus void master can be pretty useful too.

    Ironbreaker I use to think was terrible but I got mortals bane for my marauder so give the Ironbreaker the best hammer I've ever had and now he's great! Before tht I was using an axe but he kept tripping.
     
  2. Heavnsix

    Heavnsix Well-Known Member

    Apr 22, 2012
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    I predict lizard men and chaos champion next. Chaos champ would be an easy choice, it's just another step up from marauder, and I've been seeing teasers in-game for lizard men
     
  3. tarasis

    tarasis Well-Known Member

    Jun 20, 2011
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    I'm always amazed at how much more popular this thread is compared to say Xcom's. There's something about WHQ which seems to cause more people to chat.
     
  4. Larni

    Larni Well-Known Member

    Apr 18, 2013
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    I was just thinking the same thing. It has become my habit over the past week or two to check up this thread a few times a day.

    On a related note I really like the Waywatcher. Mine had dodge and a parry and made a good tank.
     
  5. Dams

    Dams Well-Known Member

    Sep 16, 2012
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    The iron breaker is not bad but fail too often even with good objects which makes him average and not strong. The waywatcher is just weak and miss everything. When your marauder is better at bow thatn your level 7 archer, there is a problem. And yeah my main problem is hitting. But it's not that a problem of the game when:
    - other characters hits at least 50% of their hit
    - when your ennemies almost always never miss (which is showing how weak is the waywatcher. She missed all her hit to be killed directly by a single normal bozo just after).

    I mean, even my grey sorcerer without magic is doing more damage than the way watcher. Can't be worst. I need to check the physical game ( i own it) to check of the waywatcher sucked so much originally. But seriously, being at the end of the game (all level 7/8) and not being to kill anybody including weak monsters (like 40hp) in a turn is just useless. Especially when the game add more monsters every 3/4 turns if you don't manage to kill them all fast enough.

    I stopped using her long time ago, but i am farming her to level 8 to give her anoher chance, just no way. Even surrounded with level 8 hereos, she's so weak that you almost can't finish a single mission. Not to say that if i go to lower level dungeon,mshe doesn't get that much XP and on higher, she can't kill anybody. So i am reduced to let like 5 HP to monsters and hope she won't miss her shot. Which almost always happen. Piece. Of. Shit.

    Btw i found the iron breaker weaker than the trollslayer in my exp. the gandalf is very usefull with healing and blade nights.
     
  6. Nullzone

    Nullzone 👮 Spam Police 🚓

    Jul 12, 2013
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    Don't know what it will bring. But I am pretty sure there will be another one: notice the darkened area in the center North of the map?

    Waywatcher does not hold up a candle to the Shadow Warrior:
    Shadow's biggest advantage is that he can move after using his bow. Next comes the skill that gives him another attack for free when he misses. Excellent in Melee and Ranged. The one big downside is that with more toughness his weapon skills suffer. But that is easily circumvented by stuffing him up with +Wounds items. Mine now has the most Wounds of my party: 50+ .
    But that is very relative: the Shadow is on the same level of "complete beast" as the Marauder. With a "normal" party, my Waywatcher usually went home with the most exp.

    About the hitting problems some people mention, and weapon choices:
    This is exactly why I forego the "high damage, but low attacks" weapons like 2handed Hammers. I also load my Melee guys up with all +tohit items I have, and I am pretty sure they stack (my Marauder misses around 1/3 of the time, I think). Plus, against the Orcs you want more attacks that hit: they have some nasty skills to completely avoid damage.

    I guessed the answer to the Sewers question right on first try, and finished that quest.

    Experience and character swapping:
    I have 3 folks ready for level 7 now (and one already there), but am really hard pressed for the gold to level them up (close to 10k, which is enough for one to level). So whenever someone hits his exp max, I swap him out. I guess resetting the quests in a certain new expansion town and doing them again for a certain item that allows you train for free is a real option here. But I don't feel like grinding yet ;) and it is not neccessary.
    Guess I will give the Bright Wizard a try as well, as I don't see I will get enough folks leveled before they are all at max exp.
    And yes, it goes a lot faster than I expected. The new dungeons give boatloads of exp.

    What else?
    I swapped in both Dwarves, and they are better than I remembered. Just breezed through a level 7 dungeon with a level 6 party. Guess they are keepers, after all. I play on Adventurer difficulty, so on a higher one things might look different. When I am through, I might start another game on highest difficulty without permanent death. And go all wizardy for a different experience ;)

    Chalice of Fate, etc: Looks like you have to wear them when you enter the quest to make them work (still not sure on that). My Talisman of Power works now too. And yes, it doesn't trigger too often, but the extra mana to increase your manastore is really nice.

    @Kyrenx: thanks for the info on the Bright Wizard, quite sure I will give him a shot too.

    @Trystero: Skills for the Gray Wizard: Get Occam's Mindrazors, that one is a must. I have several healing spells on him, for 3,4,6,9 mana. This gives me a good variety to choose from, depending on how generous the Magic Winds are each turn. The one for 3 mana is not really worth it, as it has a 50% chance to fail. He is my Healer, and damn good at the job. I swim in consumables, and started to sell them off to make room in my inventory.

    If I don't forget it, I can put up the skills my Shadow Warrior has tomorrow or so.
     
  7. Kirenx

    Kirenx Well-Known Member

    Mar 16, 2012
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    Honestly I’m not sure how closely Rodeo has been requested to follow the Warhammer lore. So far, it seems they have gone out of their way to be pretty accurate and up to date, replacing the old generic characters of Dwarf, Elf, and Wizard which were in the original game, created when the Warhammer world was very new and rough. The natural choice for the Barbarian was a Marauder, although of note, they don’t call him a Chaos Marauder, and other than a few pieces of equipment, there isn’t much overtly Chaos worshipping about him. Look at Warhammer Online to see a Marauder that is quite obviously Chaos inclined. Whether or not they allow people to plays beings which would never associate with humans, or be allowed in human settlements, like Lizardmen or Chaos Warriors, will ultimately depend on if RG’s is allowed to deviate from accepted lore, and if they are comfortable doing so.

    From what Rodeo has been saying, I would guess at least one new hero for the next expansion will be the Witch Hunter. I wouldn’t be surprised to see a Knight or Enchantress either as we haven’t seen any heroes from Bretonnia yet. A Dwarf Engineer or Runelord also seem obvious choices, as does other assorted heroes like Loremaster, Sword Master, White Lion, Duellist, Spellweaver, or Spellsinger. There really are a ton of choices from all the races still left.
     
  8. Kirenx

    Kirenx Well-Known Member

    Mar 16, 2012
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    One thing of importance I will say about the Shadow Warrior, is that the ammo equipment are pretty awesome. Being able to set monsters on fire with a regular shot, or reduce their toughness really helps bring them down faster. On the flip side, When playing the SW, I do miss my Waywatchers overall number of attacks. With equipment, skills, and natural ability, I generally find my WWs had at least double the amount of both ranged and melee attacks than my SWs. This comes in especially handy when I’ve used a character such as the Ogre to wound numerous monsters and want to finish them all off in one turn. I find the WW is also generally better at completely avoiding damage than the SW. That said, the SW certainly is better at melee when she can re-attack anything she misses.
     
  9. Heavnsix

    Heavnsix Well-Known Member

    Apr 22, 2012
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    Yeah now that I think of it, the lizard man probably won't be a PC, but the next enemy expansion. The chaos warrior, however is in the board game, and while the marauder isn't blatantly labeled a chaos worshipper, he's quite obviously tainted. Read the description on the marauder on equipment, it's ALL chaos stuff.
     
  10. Kirenx

    Kirenx Well-Known Member

    Mar 16, 2012
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    The Chaos Warrior was in the board game, but again, the board game was created when the Warhammer world had yet to be fleshed out. The board game also had Skaven, Orcs, and Minotaurs all working together, now three very different and opposed factions. The Marauder certainly has an element of Chaos surrounding him, but again it is not overly overt. There are plenty of people in the Empire who secretly worship Chaos, it’s when you start attaching living armor to your body and yelling “Blood for the Blood God! Skulls for the Skull Throne!” that the Witch Hunters become more than a bit suspicious. There are numerous tribes living on the borders of the Chaos Wastes, and not all fall fully into the thrall of daemon worship. I’d say the equipment the Marauder uses definitely suggests he’s at least touched by Chaos, but until he starts sprouting horns, or an extra arm, he can at least blend into the general populace.
     
  11. Birth1118

    Birth1118 Well-Known Member

    May 31, 2013
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    I'm not quite sure about that. It's just for the tastes of players maybe. The marauder still can use the hammer of Sigmar. That's solid proof that he's not chaos, right?
     
  12. Nullzone

    Nullzone 👮 Spam Police 🚓

    Jul 12, 2013
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    Difficulty levels - has anyone experience with Hardcore?

    So a few posts back I said I will start a new game on a higher difficulty than adventurer.
    Hmph, shows I didn't play this for a while: the only higher difficulty is Hardcore, which has permadeath which I really don't like.
    So, question: are the battles more difficult on Hardcore than they are on Adventurer? Or is the only change the added permadeath?
     
  13. Markku

    Markku Well-Known Member

    Jul 30, 2011
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    I would also like to know.
     
  14. Deadpan

    Deadpan Well-Known Member

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    I'm not hot on the current world lore but as far as I know the Pit Figher could be added without any issues cropping up.

    I'd hope that the next three IAP warriors would be:

    Melee - Pit Fighter
    Ranged - Witch Hunter
    Magic - ??? Can't think of another magic user from the original game now
     
  15. Kirenx

    Kirenx Well-Known Member

    Mar 16, 2012
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    As far as I can tell, the only difference is permadeath and the fact that poison permentantly cripples heroes that fall while affected. However, there is a direct consequence in difficulty that is not immediately apparent when playing Adventurer, in that you tend to use expendables much more often and can even run out at times, as you try not to risk losing a party. In Adventurer, generally I have a lot more expendable items on hand as a hero going down isn't a huge deal.
     
  16. Heavnsix

    Heavnsix Well-Known Member

    Apr 22, 2012
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    You have a point there. And that's exactly why we need a chaos warrior lol!
     
  17. Heavnsix

    Heavnsix Well-Known Member

    Apr 22, 2012
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    In all seriousness though, I'd like to a bretonian knight next, in addition to the others I've already mentioned. Witch hunter will be soon too I think, though the SW kind of already fills that role.
     
  18. Kirenx

    Kirenx Well-Known Member

    Mar 16, 2012
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    It would be interesting to get a new ranged weapon that the elves can't use though. There could be all sorts of unique things about the flint-locked pistols. Maybe they are overall better but can misfire? Jam? Regardless, currently the range weapon loot table is divided into short bows and low bows. I would welcome seeing crossbows, pistols, and other firearm types added to the mix. It could also herald in Dwarven Engineers or Thunderers.
     
  19. Nullzone

    Nullzone 👮 Spam Police 🚓

    Jul 12, 2013
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    @Kirenx: Thanks for the info! Guess I will stick with Adventurer then. If the battles aren't any more difficult, Hardcore isn't worth it for me. With my rather conservative approach, I did not have a single character die yet. I can count the few times one went down with 0hp, only to get immediately healed.

    Just started my new playthrough, with Gray and Bright Wizard, Priest and Archmage. The first 2 quests were interesting, quite a different experience from not relying on Magic. I already predict rough times when I meet the magic resistant Orcs...

    Any good suggestions which Blessings I should take for the Priest?

    I also noticed that Training results vary a lot: I did the train/quit thing a few times with the Priest, to see which skills I can get. Wounds gained varied between 1-3 for training up to level 2. Quite a big difference, especially in the beginning. If the squishy Mages have a similar range, retraining until I get max Wounds will make a big difference.
     
  20. Kirenx

    Kirenx Well-Known Member

    Mar 16, 2012
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    Well, Intervention is always good, even with casters not getting magic as you get to reposition units and obviously attack again. But, I’ve also found the more defensive blessings good as well, although I can’t remember the names. The one that increases toughness or Call of the Brave which you start with and decreases the chance to be hit are both solid, I use CotB fairly often with casters. Rally of Sigmar calls all your units to the WP, great for getting out of bad positions or catching up when moving without enemies so you don’t risk too many turns moving guys far back and then getting ambushed. It may be my imagination, but almost all blessings seem to land twice as often as Intervention as well, so it could be worthwhile playing around with a bunch of different ones.
     

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