Super Army War Cheat Codes
Super Army War Cheats. Super Army War cheats, Passwords, and Codes for GBA. Jump to: Password (1) Passwords Back to top. Menu Passwords. Go to code on the menu. Password What it does; 444442.
Total War: Warhammer 2 Trainer
Total War: Warhammer 2 trainer is now available and supports STEAM. These Total War: Warhammer 2 cheats are designed to enhance your experience with the game.Options
1 Turn Buildings
1 Turn Technology
1 Turn Units
Fast Spell Cooldown
Force More Amber/Bretonnia Chilvary
God Mode
Level
Max Province Slaves
Mega Influence
Mega Movement
Mega Treasury
No Attrition
No Fatigue in Combat
Population Surplus Chaos
Population Surplus Cities
Reset Units
Set Vampire Coast Pirates Infamy
Skaven Food/Canopic Jars
Skill Points
Stable Public Order
Super Lords/Heros
Unlimited Ammo
Unlimited Blessed Spawning Recruits
Unlimited Vampire Count Blood Kiss
Unlimited Winds of Magic
Weak Unit
Baseball stars video game cheats. Download Total War: Warhammer 2 Trainer 1.5.0.8774.1520175 (+CURSE OF THE VAMPIRE COAST)
World of warships blitz loading music. Game Version: 1.5.0.8774.1520175 (11.08.2018)
Distribution(s): STEAM
Compatibility: Windows 7 and above (may be compatible with additional versions)
Contributor: Caliber
Virus Scan: This cheat has been scanned and is virus and adware free. Some trainers may set off generic or heuristic notifications with certain antivirus or firewall software.
Easy 'Asp-Irational' Achievement
Various Single Player Campaign Hints
Hint 2: Auto resolve generally goes like this: Elves>Lizardmen>Skaven. Elves in general get a high auto resolve rating just from their lord alone, and add in some chariots and archers and suddenly the auto resolve says you have almost no chance. That's been my experience with the balance bar so far. Oh and if skaven have twice as many units as you as Lizardmen, then it also becomes favorable for them even though you can win that fight manually. You take significantly more losses (generally twice the amount) through auto-resolve than manually, and they tend to target the casualties on one specific unit or unit type.
Hint 3: Do not go for intervention forces early unless you're sure they have no army that's stationed/will station there. The auto resolves generally aren't that great for them and they might target a different settlement from what you expected. Generally better later on when their armies are spread thin between dealing with your forces+enemy forces+chaos hordes.
Hint 4: If you have a technology that reduces construction costs and construction time that will be finished next turn, cancel all the current constructions of that type started this turn and wait until next turn. You can also wait a bit for further reduction through treasure hunting and events.
Hint 5: For DE and Skaven, Loyalty is generally gained from winning battles, so if you're thinking of recruiting a lord that turn, recruit him first and then fight with your current armies to gain some additional loyalty. This helps in particular when recruiting Grey Seers in Queek's campaign.
Hint 6: All campaign effects like income, recruitment, and construction occur at the start of your next turn. Anything that interrupts those effects between the end of your current turn and the start of your next will cancel or delay those effects.
Hint 7: For recruitment purposes, demolished buildings take effect before recruitment, and commandments come after.
Hint 8: If you've ambushed an army with reinforcements, your reinforcements will only arrive once the enemy has spotted one of your units.
Hint 9: Individual models within a group get their hp restored at the end of a battle. So if all 90 archers get down to 1 hp at the end of the battle, the entire unit becomes fully replenished. This is why small groups like chariots can be useful in a campaign where you are often fighting more than one battle in a single turn.
Hint 10: From an efficiency standpoint, don't go out of your way to explore the treasure locations at sea; the rewards are sometimes very helpful, but other times don't apply.
Hint 11: When there's an enemy force right next to an enemy settlement you're targeting, you can attack the enemy army first, then attack the enemy settlement. This gives more xp to your lord(s) and can weaken a fortified settlement. Just make sure you have enough movement points to perform both actions.
Hint 12: If it looks rather close whether you can attack a settlement or not, hold your move command over the settlement with your attacking force and look at the campaign movement percentage on the lower left side (left click to cancel by the way). If it says zero percent, then you usually won't make it. Another way to tell is if the movement range of the army on the map shows a small yellow circle surrounding the settlement.
Hint 13: Unless you want to upgrade it or they provide income, you don't ever need to repair military recruitment buildings.
Hint 14: If you think you'll do poorly fighting a siege battle, you can opt to siege it for a turn instead. If their army is strong enough, they'll force a fight in a field battle instead which, if you win, will weaken them significantly. There are times when a siege battle is better (mostly related to how the AI acts) so consider both scenarios before deciding. Submitted by Neto
Various Steam Achievements
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