More Total Warhammer 2. It's not good for me. How many times do I need to teach me this lesson, old man? I restarted the Kroq-Gar campaign no less than 4 times, because every other time it stalled to impossible, interminable quagmires and I'm pretty sure the game bugged out on me once. Much like the Imrik campaign, the geography screws you super hard with Kroq-Gar: you start off in basically an isolated corner, and need to force forward a very specific path to get the objectives. But not only that, there seems to also be a specific
sequence in which you need to do things for the campaign to be viable in any way. Because there are so many ways it can go wrong and so many factions that can grind your progress to a halt.
- The Skaven to the north of the starting location will bloom super fast into two full stacks which refuse to move, and the only way to deal with them is to wait for a full stack of your own, which can take like a dozen turns due to how little resources you have.
- Hag Graef, unless dealt with early on, and which lies in the literal opposite direction of all your objectives, has the chance to utterly screw the campaign due to how broken a lord Malus Darkblade is.
- Clan Mors, thanks to them having the Underway and you don't, can pull you into an endlessly enraging game of cat and mouse, stalling your progress for like 20 turns.
- The longest attempt ended at around turn 150-ish, which is where I believe the game bugged out. Lords I'd defeat completely and utterly would turn back up in like 2 turns with a full stack, effectively negating any progress I might be able to make.
- The attempt I was running before uninstalling the game again was the most successful, but I could see it being a slow grind to eliminate Khemri and take over not-Africa.
The biggest problem with the campaign is how it forces you to expand into territories unsuited for the Lizardmen playstyle. They're a slowly progressing and slow-moving army with a
lot of building requirements for good support, but the areas the game pushes you into simply don't have the proper logistics for it. So as you push more and more outward, the further you're getting from your best base of operations, and spreading yourself thinner. Which effectively forces you to build up suboptimal areas for closer support, or take a chance on the dice that the more optimal areas won't get buttfucked by rebellions, orcs and beasmen.
I've also noticed a pretty funny quirk with the auto-resolve system: the Tomb Kings have an ability that basically gives them huge buffs when defending or something. Queen Khalida attacked one of my garrisons
alone in this stance. Due to how weak default garrison armies are, the game projected the auto-resolve as a Crushing Defeat, despite it being literally one lord against 5 full units. I just sent my units at her and basically killed her by a thousand cuts, giving me a Decisive Victory in what the game projected as a Crushing Defeat. Kinda funny.