So what did I learn today? That I'm such a sucker for the pinks' fire that I'd likely lose every match because I'd want an army of maximum pinks for all that eye candy. Pink Tide, baby!
5:08 The Plague of Rust + Searing Doom combo has only minor synergy which occurs when you land a direct hit on a model (Each projectiles deal 24 Base + 12 AP). The projectile's explosion deals 30 AP damage so you're not getting any benefit there.
Tzeentch is probably my favorite Chaos faction in this game in terms of raw style. The fur lined capes and shiny armor on their Chaos Warriors is just so cool, and I love their glowing weapons
Yeah I don't normally notice the maps much while the games are going on, but while he was explaining the armies the tentacles in the background caught my attention, added with the hazy orange gloom gives it a really cool vibe. On a technical standpoint, I'm not sure how much I like the vanguard cap, it seemed a bit OP.
Tzeench is so cool. The warp fire. The protoss shields. The color aesthetic on the warriors. Just badass. You think maybe lore of tzeench with blue and pink fire would have been better? Or still prefer the PoR and searing doom combo?
Turin has been making so many walls in AoE he's seeing walls everywhere Loved the knights with lances and the big bird lord, I feel a normal sorc lord is better due to the smaller target for javellins. He can't fight much, or terror rout (which is a shame, Tzeentch only has 3 sources of terror. Big birds, Soulgrinder and Lords of Change) but he does have the silly blasted standard (12% missile block lmao) and the barrier regen, which in theory should help Tzeentch hold a little longer.
Don’t forget the RoR Wyrdspawn. They cause terror (for the cheapest cost on the roster) and have an extra 20% physical resistance. Probably Tzeentchs best RoR for multiplayer.
My favorite campaign tactic is to layer a regrowth and rev crystal charge on low model count unit of Temple guard. You can get a lot of models back in unit that way since the crystal opens up the models being restored, and regrowth will do the heavy lifting on the healing.
I like this map, but I feel it doesn't need the gimmick of the vanguard capture point. It's already kind of interesting with a major fighting area (the face-to-face capture points on the side) being a little distance away from the normal reinforcement points. On other maps with face-to-face points (black ark, or the community made high elf & cathay maps) artillery & missile units trundle onto the map and those points are right in front of them. Here the enemy one is out of line of sight from the reinforcement area, meaning artillery has to move away from easy reinforcement if you want them to influence a push across the side points like the lizards did here. I think that's enough to make the map unique, the vanguard thingy isn't needed.
I dont often think about LM having a strong Skirmish game, but with their skink skirmishers, chameleons, and terradons bolas, they've got options for aggressive skirmishing.
I've always been of the firm belief that Saurus warriors are the best early-mid infantry in the game for any faction. Dirt cheap, high weapon strength and melee attack, and whereas they're offweighed by their awful Initiative value in WHFB tabletop (I1), that is one of the stats that doesn't get translated into video game format, removing their biggest weakness.
It's not really a hot take, they have always been good, but they are not dirt cheap. You get 1.5 marauder for the price of saurus, and even tho it's a worse deal combat wise, it allowes for more strategic play.
I quite like the RoR lord of change in this match up. Lizardmen really struggle dealing with it, and it's able to be a constant terror threat. Also, more furies for getting rid of cham skinks; they're actually pretty decent into rippers, and deal damage more effectively to most things than the screamers; I think 1 screamer 3 furies, or 2/2 is better than 3 screamers 1 fury. Kairos is pretty much always a safe bet for a lord choice, though really any lord is probably fine. Forsaken are actually quite good vs Saurus. I've been running less shield warriors in most match ups with Tzeentch, in favor of halberds and forsaken, and Blues are generally better than marauders.
Watched a lot of Chaos matches, yet to see any Chaos Knights, which were one of my favourite Chaos units from years back when I first discovered the Table Top game. Are they not good?
I think the problem with them is that they cost a LOT and don't have a huge damage output (for their cost), which is what you generally want on cavalry. So while in the campaign having a huge army of chaos knights would be very strong, when it comes to multiplayer its difficult to get good value out of them. Sure they can do everything, including charging in face-first and then fighting in the thick of it for prolonged periods; but if you want something to hold the line, its better to go with chaos infantry, and if you want something to deal huge amounts of damage at a good speed; with tzeench you're better off going with magic, flamers or forsaken/spawn. Warriors will hold for longer and are cheaper, and the offensive options will deal more damage, more quickly for less cost. In theory you might be able to get a largely chaos knight based army to work where they jump from point to point and can utilise their impressive charge, armour and combat-staying-power, perhaps then with cheap chaff marauders or blues to hold points after the knights do the heavy lifting, but I imagine the top players have tried stuff like that out and found it not so great. I'm tempted to try a nurgle knight based army with a flying herald to drop heals on the knights and AoE spells for clearing out spears, and then using nurglings to try to hold. Not sure it would work though.
@@HaggisOfDeath Also, they need a mass buff. Their larger models mean they get stuck more easily than other cav, and they didn't get a mass buff to compensate at all. They did get a cost reduction to account for the raw performance drop from larger models (= less models in combat), but it's still weird that they have only 30 more mass than empire cav (1100 vs 1130). In general, I find sword knights better than lance knights in practice anyway, since they don't require as much constant attention to maintain a charge bonus, and as a result tend to trade more efficiently. Their charge also isn't that much weaker, since so much of it is impact damage, and the 80CB of lances is usually way overkill. The difference between 44 and 80 CB is often irrelevant. In frontal fighting, sword knights can actually trade reasonably into a lot of units even if left alone.
Good content as always, I love watching my lizard bois win, even against you! Are you going to try to get more experience against lizards? It seems like from equal skill players this faction gives you a lot of trouble on a lot of factions you play
So what did I learn today? That I'm such a sucker for the pinks' fire that I'd likely lose every match because I'd want an army of maximum pinks for all that eye candy. Pink Tide, baby!
5:08 The Plague of Rust + Searing Doom combo has only minor synergy which occurs when you land a direct hit on a model (Each projectiles deal 24 Base + 12 AP). The projectile's explosion deals 30 AP damage so you're not getting any benefit there.
Tzeentch is probably my favorite Chaos faction in this game in terms of raw style. The fur lined capes and shiny armor on their Chaos Warriors is just so cool, and I love their glowing weapons
Every Tzeentch fight is a spectacle of beautiful effects.
I'm liking the variety of maps being shown, good stuff!
Yeah I don't normally notice the maps much while the games are going on, but while he was explaining the armies the tentacles in the background caught my attention, added with the hazy orange gloom gives it a really cool vibe. On a technical standpoint, I'm not sure how much I like the vanguard cap, it seemed a bit OP.
Tzeench is so cool. The warp fire. The protoss shields. The color aesthetic on the warriors. Just badass. You think maybe lore of tzeench with blue and pink fire would have been better? Or still prefer the PoR and searing doom combo?
Loving the Lizardmen content lately!
Same :)
Turin has been making so many walls in AoE he's seeing walls everywhere
Loved the knights with lances and the big bird lord, I feel a normal sorc lord is better due to the smaller target for javellins. He can't fight much, or terror rout (which is a shame, Tzeentch only has 3 sources of terror. Big birds, Soulgrinder and Lords of Change) but he does have the silly blasted standard (12% missile block lmao) and the barrier regen, which in theory should help Tzeentch hold a little longer.
Don’t forget the RoR Wyrdspawn. They cause terror (for the cheapest cost on the roster) and have an extra 20% physical resistance. Probably Tzeentchs best RoR for multiplayer.
@@AnodyneRain also sorcerer has spawn summon which is really good.
Happy to see horrors going big this game! love the fireworks they make
My favorite campaign tactic is to layer a regrowth and rev crystal charge on low model count unit of Temple guard. You can get a lot of models back in unit that way since the crystal opens up the models being restored, and regrowth will do the heavy lifting on the healing.
I like this map, but I feel it doesn't need the gimmick of the vanguard capture point. It's already kind of interesting with a major fighting area (the face-to-face capture points on the side) being a little distance away from the normal reinforcement points. On other maps with face-to-face points (black ark, or the community made high elf & cathay maps) artillery & missile units trundle onto the map and those points are right in front of them. Here the enemy one is out of line of sight from the reinforcement area, meaning artillery has to move away from easy reinforcement if you want them to influence a push across the side points like the lizards did here. I think that's enough to make the map unique, the vanguard thingy isn't needed.
So, you can see the cheeky speed of the skinks are the real strength of the lizardmen.
*all of Lustria can be ssen in the background*
Kind of off-topic but what are your thoughts on Henry Cavill starring in and executive producing a Warhammer 40k series? Did you hear the news yet?
great seeing these less used races!
Once again, the minions of chaos have been vanquished by the childrens of the Old One.
I dont often think about LM having a strong Skirmish game, but with their skink skirmishers, chameleons, and terradons bolas, they've got options for aggressive skirmishing.
Hey, Turin. Any land battles coming around?
I've always been of the firm belief that Saurus warriors are the best early-mid infantry in the game for any faction. Dirt cheap, high weapon strength and melee attack, and whereas they're offweighed by their awful Initiative value in WHFB tabletop (I1), that is one of the stats that doesn't get translated into video game format, removing their biggest weakness.
It's not really a hot take, they have always been good, but they are not dirt cheap. You get 1.5 marauder for the price of saurus, and even tho it's a worse deal combat wise, it allowes for more strategic play.
I'm surprised the Ark of Sotek isn't picked more often.
I quite like the RoR lord of change in this match up. Lizardmen really struggle dealing with it, and it's able to be a constant terror threat.
Also, more furies for getting rid of cham skinks; they're actually pretty decent into rippers, and deal damage more effectively to most things than the screamers; I think 1 screamer 3 furies, or 2/2 is better than 3 screamers 1 fury. Kairos is pretty much always a safe bet for a lord choice, though really any lord is probably fine.
Forsaken are actually quite good vs Saurus.
I've been running less shield warriors in most match ups with Tzeentch, in favor of halberds and forsaken, and Blues are generally better than marauders.
The power of the skinks!
Watched a lot of Chaos matches, yet to see any Chaos Knights, which were one of my favourite Chaos units from years back when I first discovered the Table Top game. Are they not good?
I think the problem with them is that they cost a LOT and don't have a huge damage output (for their cost), which is what you generally want on cavalry. So while in the campaign having a huge army of chaos knights would be very strong, when it comes to multiplayer its difficult to get good value out of them. Sure they can do everything, including charging in face-first and then fighting in the thick of it for prolonged periods; but if you want something to hold the line, its better to go with chaos infantry, and if you want something to deal huge amounts of damage at a good speed; with tzeench you're better off going with magic, flamers or forsaken/spawn. Warriors will hold for longer and are cheaper, and the offensive options will deal more damage, more quickly for less cost.
In theory you might be able to get a largely chaos knight based army to work where they jump from point to point and can utilise their impressive charge, armour and combat-staying-power, perhaps then with cheap chaff marauders or blues to hold points after the knights do the heavy lifting, but I imagine the top players have tried stuff like that out and found it not so great. I'm tempted to try a nurgle knight based army with a flying herald to drop heals on the knights and AoE spells for clearing out spears, and then using nurglings to try to hold. Not sure it would work though.
@@HaggisOfDeath Also, they need a mass buff. Their larger models mean they get stuck more easily than other cav, and they didn't get a mass buff to compensate at all. They did get a cost reduction to account for the raw performance drop from larger models (= less models in combat), but it's still weird that they have only 30 more mass than empire cav (1100 vs 1130).
In general, I find sword knights better than lance knights in practice anyway, since they don't require as much constant attention to maintain a charge bonus, and as a result tend to trade more efficiently. Their charge also isn't that much weaker, since so much of it is impact damage, and the 80CB of lances is usually way overkill. The difference between 44 and 80 CB is often irrelevant.
In frontal fighting, sword knights can actually trade reasonably into a lot of units even if left alone.
Good content as always, I love watching my lizard bois win, even against you! Are you going to try to get more experience against lizards? It seems like from equal skill players this faction gives you a lot of trouble on a lot of factions you play
A chamillion Chameleon Skinks
Temple Gourd
BOK-BOK
Just as planned