I would argue that ranged unit kills are often more valuable as well. For one thing, the enemy doesn't get to hit back. For another thing, some portion of them is likely to happen sooner in the battle, and an enemy removed on turn 1 is more valuable than an enemy removed on turn 3 since they didn't get to act as often. And as my last main benefit of ranged kills, you often use ranged attacks to defeat enemies that would be troublesome in melee.
I guess that is one way of seeing it, but the cav definitely routed of some valuable things that ranged would have trouble with without kiting for a couple of turns. Melee combat is definietly more risky, but I do think each kill is more valuable as in the number doesn't reflect performance. As an example, a basic archer will not get many kills on deep guards unless you kite them for a couple of turns, but shooting goblins and other chaff will skyrocket their kills. While elite cav can route a full unit of high defense units which effectively kills the entire unit but maybe only get 6 kills. But there are of course examples where the archers have really good value like shooting into wardancers or skulkers where melee would be much more risky.
@@lazygrouse Definitely not suggesting melee kills are less significant. I'm just pointing out that both have their good points that can make them more valuable. I mean, even if ranged doesn't kill the entire unit, it can fairly often make that unit a lot less effective. In the end, it's great to combine some of both... a group of 15 deepguards is a lot less appealing to charge your cav into than a group of 4-5 deepguards.
Maybe some bows on the wolfriders could have been okay but they were supposed to be in combat most of the fight. But the pterodactyls I stand by not taking bows, because getting 3 3 power shots feels useless. Plus, we had plenty of shooting that were much better already. :)
In a goblin run, bows on the wolfriders is pretty strong due to how many riders you can get due to the goblin unique upgrade as well as the normal unit size ones, so you have 13 or more wolfriders shooting up low-defense units before charging through them, especially if they also get the rerolls on flanks/rear charges. I love using them so much.
@@countswagula6150 They start with 3 and I believe they can get the Veteran Skill upgrade to give them +1, like other melee units. Not as amazing as Imperial Light Cavalry, in my opinion, but they do the job for goblins. I don't play a lot though since my personal computer is toaster-tier, but it is fun when I do.
I saw the dumbest thing Ive ever seen today. My Mercenary lord on a griffon got sandwitch charged by a stego and a unit of raptors, double flank charge. Both captain and griffon proceeded to deal 8 wounds to the stego in one round, and then bounced the entire 15 attacks from the raptors, causing them to lose by 8. Flush with victory he then charged a mortar next round, jobbed all 8 attacks, took a single wound from the mortar in close combat lost combat by 1, rolled double 6's and fled off the board.
I vote for Zombie Nation or more Darkborn personally. I REALLY love Necromancy and wanna learn more on how to play them(by watching you is how I've improved in general). Darkborn also just seemed so cool, and supposedly the Hydra is a nutty fun unit
I would argue that ranged unit kills are often more valuable as well.
For one thing, the enemy doesn't get to hit back.
For another thing, some portion of them is likely to happen sooner in the battle, and an enemy removed on turn 1 is more valuable than an enemy removed on turn 3 since they didn't get to act as often.
And as my last main benefit of ranged kills, you often use ranged attacks to defeat enemies that would be troublesome in melee.
I guess that is one way of seeing it, but the cav definitely routed of some valuable things that ranged would have trouble with without kiting for a couple of turns. Melee combat is definietly more risky, but I do think each kill is more valuable as in the number doesn't reflect performance.
As an example, a basic archer will not get many kills on deep guards unless you kite them for a couple of turns, but shooting goblins and other chaff will skyrocket their kills. While elite cav can route a full unit of high defense units which effectively kills the entire unit but maybe only get 6 kills. But there are of course examples where the archers have really good value like shooting into wardancers or skulkers where melee would be much more risky.
@@lazygrouse Definitely not suggesting melee kills are less significant. I'm just pointing out that both have their good points that can make them more valuable.
I mean, even if ranged doesn't kill the entire unit, it can fairly often make that unit a lot less effective. In the end, it's great to combine some of both... a group of 15 deepguards is a lot less appealing to charge your cav into than a group of 4-5 deepguards.
@@sharkforce8147 Absolutely, ranged is amazing in this game. :)
It choked me up to see both shortbows not picked up for the last battle, lots of shooting is great content
Maybe some bows on the wolfriders could have been okay but they were supposed to be in combat most of the fight. But the pterodactyls I stand by not taking bows, because getting 3 3 power shots feels useless. Plus, we had plenty of shooting that were much better already. :)
@@lazygrousebows on the pterodactyls would have been bad in combat but boy would it have been great flair
In a goblin run, bows on the wolfriders is pretty strong due to how many riders you can get due to the goblin unique upgrade as well as the normal unit size ones, so you have 13 or more wolfriders shooting up low-defense units before charging through them, especially if they also get the rerolls on flanks/rear charges.
I love using them so much.
What skill do the wolf riders have? Is it hard for them to get more?
@@countswagula6150 They start with 3 and I believe they can get the Veteran Skill upgrade to give them +1, like other melee units. Not as amazing as Imperial Light Cavalry, in my opinion, but they do the job for goblins. I don't play a lot though since my personal computer is toaster-tier, but it is fun when I do.
A full melee reptilian run is very fun! 2 groups of raptor riders is an scary combo
Reptilian cav is so much fun. Especially if you manage to get raptor aspect so you can demolish other cav.
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I saw the dumbest thing Ive ever seen today.
My Mercenary lord on a griffon got sandwitch charged by a stego and a unit of raptors, double flank charge.
Both captain and griffon proceeded to deal 8 wounds to the stego in one round, and then bounced the entire 15 attacks from the raptors, causing them to lose by 8.
Flush with victory he then charged a mortar next round, jobbed all 8 attacks, took a single wound from the mortar in close combat lost combat by 1, rolled double 6's and fled off the board.
Haha, that is amazing. Absolute beast of a griffon rider, but then he was just done and faked an injury so he could go home and chill for a bit.
I vote for Zombie Nation or more Darkborn personally. I REALLY love Necromancy and wanna learn more on how to play them(by watching you is how I've improved in general). Darkborn also just seemed so cool, and supposedly the Hydra is a nutty fun unit
You're in luck then, because I plan on both of those runs very soon. :)
@@lazygrouse Huzzah! Really love your coverage of this game and TWW 3 as well. Keep up the dope work.
I think when you measured the Wolf Riders you ran straight up, when you moved them you angled them and ate some movement.
Yeah, probably. It really annoyed me. :P
Bring on the Darkborn Hydra
It will come soon. I'll take a break from elves for the next run, but then it will be time for the hydra to shine!