This, they are micro hell unit. They also gain a literal fuckton of buffs if you play with settra and stack chariot mastery princes. Its cheesy but if they were any better, with all the buffs they can get theyd be stupidly good.
Your units can´t damage your own units in melee. It looks like this due to the animations, but no damage is ever registered. Friendly fire applies exclusively to ranged and magic.
You have to cycle charge your cavalry. It looks like you just left them stuck in, which kind of negates their strength. This is doubly true for chariots, who have really high mass. They can usually penetrate through any light infantry, allowing you to rack up kills while taking very little damage. Admittedly, that does make them very micro intensive.
I have few points: 1. Chariots are good vs infantry especially if you specialize with one of your lords on them (Setra mostly). They also can beat big orc boar boys with help of sphincs, so they might be handy on campaign start. 2. Carrions - great at stopping cavalry charge + engaging them after with your antilarge units knights and snakes. Also they are great at shutting down artillery and tomb kings has bad artillery so you need something to deal with that. Also worth of mentioning carrions mele defence can go up to 55 or so. They don't deal damage but they can tank very well. 3. Light cavalry is good at chasing shaken units, so they wont come back. Useful at start in war with orcs or scaven. 4. Skeleton spearmen to my biggest annoyance has no charge defence (however has bonus vs large which is not meaningless especially in defence at choke points). The only unit in whole roster who has is tomb guard with halberds... So that's why i like carrions, they kinda fills the gap there.
If you want to add more flavour to the TK, I suggest downloading the Tomb Kings Extended mod It makes them a bit stronger in infantry cavalry and ranged and gives you a more dynamic roster for constructs to tackle any situation
I actually like the skelly chariots, they're kind of a lite-chariot and I use them in pairs - you can't stick them into the thick of a fight but they do great harassment to enemy ranged and can overpower and disrupt isolated targets - or any army blob that doesn't have mass to stop x2 skelly chariot units the hammer and anvil with them is nice, but they are in their element sowing chaos and disruption throughout the enemy backline , chasing units off and making the ranged units flee and fly all over the place
carrions are important units for tomb kings in multiplayer. They're fast enough to chase high priority targets off of the battle field once they route. Common strat i use is scorps or sphynx to terrorize then use carrions from the back line or wide flanks to keep high priority targets running. Theyre fast enough to chase off enemy cav as when routing their roll to hit is 0 and the attacking unit gets a roll for damage buff
FantasticMrKen you may know the UA-camr Legendoftotalwar, he does saving disaster battles or campaigns, You have to E-Mail him the situation and then idk why else but he might help you
Depends on what lore you're using. If you have access to Fire, Metal, Shadows, High, Big Waagh, or Vampire, then yes, it's a very important thing to have. But if you only have Light, Heaven, etc. then its not really worth it if you can replace it with 1 unit.
Fatfuk.inc understand your logic and respect it, but im a mage player (in any game), and i still say that a banishemnt or chain lightning better then nothing. You can always find high value in the winds with any lore in any army
I only wanted to point out that, in campaign as Tomb Kings, if you lose a hero, you can only describe the battle as tactical success at best, but strategic disaster. They are very sparse, few, and tough to level. I would rather take half the constructs dead over a dead necrotect anytime.
I find that Carrion Birds are great for taking out most enemy siege weapons when the AI is in command. If you're lucky, you might confuse the computer and have them split their army to deal with your birds, allowing you to take out stronger forces than you have any right to succeed against.
in 2024 i am still having lots of fun doing the campaign with the tomb kings, they ramp up very slowly and they play very different from the other factions, i quite liked the mechanic where the armies don't cost you anything and you can basically summon full stacks in 3 turns...it seems having vast territory is not really needed. I have been trading most non desert regions in exchange for vassalage, its pretty important to keep working on getting more lords through the use of canopic jars and research. i heavily focused on getting all dynasties, through research and canopic jars. it's a challenge to keep a large empire safe, so i found it better the give away regions on my border to form military alliances and vassals to keep borders safe. The ai is pretty greedy, and exploiting it was quite fun. spread the desert where you can and sell those useless jungle and mountain area's.
Skelly archers arent actually as bad as the stats suggest, when 4 of them focus fire on a lord or unit, with the armour sundering RoR archers they delete lords and heroes!!
Gotta say tomb kings is a much more finesse army. I absolutely agree the skeleton warriors are just a holding force until you can get tomb guard. Skeleton horsemen and horse archers are actually pretty decent for fighting lightly armored things like savage orks. The horse archers can be great at pulling the enemy army apart by making them focus units on them otherwise they will absolutely destroy enemy ranged units and artillery. Chariots are awesome at hit and run and should never be kept in a fight. They will be cought by cav and should only attack infantry. I find it's great to bring two and use one to draw units away before the main engagement and alternate with one is charging and running out of melee. Archer chariots are basically the same but have a ranged attack the they should replace the melee chariots asap
The chariots are either total chod that melt away instantly, or unbelievable chads killing hundreds in a single battle if you own the micro meta (but I do play SFO which fixes so many broken units)
MORE SKELLY ARCHERS!!! In all seriousness the skeleton archers perform better than what the stats would suggest because of their high entities and bonuses from Lords. They are also super cost effective because you get 4 of them per tier one barracks building. Compare that to having to build to tier three for just one sepulchral stalker or one catapult. Tier three barracks gets you six skeleton archers and some tomb guard to protect them, its a better deal in the early game.
Casket of souls imo is one my favorite field battle siege units it does so much damage to clumps that while yes you lose some if not a lot to FF but thr enemy loses a lot more and there's a legggy lord who rides one and thats just fun to watch
Honestly, I would replace one of the Tomb guard helebard Skeletons with the Etherial Nehekara Warriors the fact that Etherial units get 75% physical resistance is just that good plus the game auto-resolve just loves them with them getting almost 250+ kills every auto-resolved battle and in actually commanded battles they also win against almost everything they can one on one Longbeards and whist they may not win they also don't lose that matchup in my experience.
Chariots are super great early- to mid game units. You cannot leave them in prolonged combat, but if you keep them moving they can easliy get 150-200 kills each up until mid game. And even in mid game they wreck infantry. Playing as Setra early game my chariots always have at least twice as many kills as my war-sphinx.
How You do that ? One of the 12 models always get stuck and I can't retreat them to do the charge because they refuse yo leave that model. . . And get stuck again
I jave had decent success with varrion as dedicated artillery hinters. They are super fast and vanguard lets them kite around to kick the artillery and then get away fadt if any support shows up
What no💀💀only time you’d use low tier infantry in slaves/tomb kings is to slow down the main army so that your prize units can fuck em up. Skaven = ranged and artillery. TK = monster units
Awesome an all but how do you survive long enough to access the good units? The lizards always stalemate me before I can get any large units and then I just get ravaged
Chariots are the one thing I disagree about. I actually think they're some of the best chariots in the game. Micro-heavy though. But as are normal shock cav.
a few notes on your infos: "anti infantry" doesnt mean the unit has an anti infantry bonus it means its good against infantry, be it because it MIGHT have an anti infantry bonus (which gives melee attack and weapon strength when fighting infantry, but sometimes units have those already build in and dont "specifically" only give those boni against infantry only), OR sometimes the unit is just simply better used against infantry instead of monsters or cav ( because of the lack of mass, or having alot of "weaker" but faster attacks) having fast attacks, and being sturdy enough to stay in the fight against other infantry is enough on the carrions: they are excellent supporters thanks to their md, which makes them really good to support your skelletons and help them hold the lines longer (which is quite important considering how bad skellies are at holding lines), they are also exceptional at siege battles preventing walled missile units from firing. on the tomb scorpion: melee attacks do not do friendly fire, they only create knockback on the stalkers, yes, they are amazing missile skirmishers especially when they get behind infantry frontlines and unload onto enemy infantry from behind, however, they are also REAL good anti cav flankers for you, to keep cav away from YOUR backlines on the titans: as cool and "useful" they might be, they have several problems: 1 everything they do something else in the roster does better, the casket gives magic support, sphinx does brawling alot better, and every construct is ALOT faster and less prone to being stuck or missiled out by the enemy. The hierotitan is too slow, too big of a target, its attack animations are REALLY slow, and the spells are uncharged, which makes them alot less usefull than youd might first expect, even if they are bound spells. its better to pick up a dedicated mage and a construct of your choice instead of a titan
Indeed the titan is a bit of a jack of all trade but that's what make it great to me. With just this one unit I fill lots of roles while taking more of others I prefer to use.
I know this is older content, but thanks for these guides. I'm still semi-new to the game (and franchise as a whole) and it can be very frustrating having to find out firsthand how useless various units are. The game does a pretty shitty job of teaching you (probably because they want to sell that "Total War academy" BS), and it does a terrible job at unit balance.
@@ColonelDamneders It isn't a mod, you are correct in that you can do is as much as the CD allows. @YohSL If you want multiple, use the Rite when you are ready to actually use the unit and put it in an army; it's great if recruitment of lords or other units aligns with it but you use the Rite for the casket. Once it's in an army the next time you use the Rite another one will be available. I've done this in basically every TK campaign I've done so far and it's worked every time. I am not running any mods that change unit counts or Rites so I'm 98% sure this is vanilla design. Hope that helps!
Chariots makes for good kamikaze units. Send them into the dangerous infantery and they will lose half their numbers in a single charge. Pretty cost effective imo.
first time i gave the Tomb Kings a try i was coming off my Dwarf Campaign win with Thorgrim GrudgeBearer and i hated there units and i mean hated them there are still times when i try to play the Tomb Kings and cant get over how useless so many of there early game units seem to be and the early game for me is where i try to get a feel for the Faction and decide if i want to invest my time in a lengthy Campaign with the Faction so maybe im spoiled playing the other Factions first. ive played long campaigns with almost all of them except the Tomb Kings.
I know what you mean! Was in same situation after dwarfs and they feel a little "clunky", with the very slow start and weird research... Whereas early game dwarf front line is unbreakable, with napalm and suv-sized boulders flying from artillery... :-D
@@mcbrite you said it best right there, i can normally find something about a faction that makes me want to invest my time in a long campaign, but with the Tomb Kings i feel like im pushing a Bone Boulder up a very steep hill for so much of the Campaign that i normally lose the heart to keep going after awhile and maybe thats a failing on my part but ive always felt that if im having fun at the start of a Game then the late game will be even better, but when i play the Tomb Kings it seems to be a race to get there better units as fast as you can and in as many numbers as you can so you can ''stand up'' to the tougher factions and not have several armies full of nearly''Disposable''chaff that can barely give clanrats a run for there money.
Holy crap, Skeleton Chariots lose to Free Company Militia in melee even if the militia don't get a single shot off! And the militia have a melee defense of 28, which is actually pretty bad and not like what the description says a "descent melee combatant" but oddly the Skeleton Chariots have worse MD, which might be why they lose if you charge in and then forget about them. In all the Total War games I've played, when both sides have no experience units melee units will almost always beat missile units if they charge and make melee contract without getting shot one, even if the melee unit is a glass cannon type not designed for prolonged melee since inevitably the missile unit will either have worse stats, or amybe just marginally less terrible MD but suffer enough from the charge that an extra 3 MD doesn't let them win if they don't get to shoot. Shogun 2 was the first exception I found when Ashigaru would lose to Matchlock and Bow Samurai in melee. Warhammer 2 I'm finding a lot of exceptions, like the Skeleton Chariot.
Good video, except for you being dead wrong about chariots. And slightly wrong about the skelly cav. I've had the skelly cav beat chaos chariots one on one, and tomb king chariots one shot low tier infantry and take half health off of high tier.
Is that really how to use chariots? Aren't they supposed to be constantly moving and ramming through enemies without stopping? Managed to get 300 kills on one chariot when the filthy skaven ambushed me.
Yeah, that's how they feel to me: a unit to take another unit out of the fight to gain some time... Like occupying some Cav until spears can catch up to it...
I like the army in the example Battle but i would exchange 3 Units. The stalkers are good but needs to much micro to be really effective imo so i would replace them for a tomb prince and a wizard of Light or Death (Not quite sure if TK have access to Lore of shadows). I don't like the lore of nehekhara. And the third unit i would replace is a Bowshabti, i would use a second Bone Giant instead. I absolutely love your guides. It would be nice when you mention something like a real doomstack e.g. the Necrofex Spam for the VC ^^
You miss out much, nehekara is good lore, its passive gives basivally a small invocation of nehek on whole army mapwide when your casting, and it has great dmg spells and buffs too. But thats true light is just too good, but i pref nehekara for the heal. Wizard and tomb prince missing thats definietly true.
@@Marcibane yeah the healing is really quite nice but with the presented army most of the battles are won by your missiles so you don't really need the healing that often and the replanishment of the TK is very good. Imo the net of Amanthok outperformes the healing of the lore of nehekhara. Especially with such a ranged focused army :) At the end it's just personal preference ^^
Nice overview but I think you've got it wrong in places. Nekehara warriors are trash and should never take the place of skele spears. The strategy with early armies is to hold enemies with high(er) melee def spears and shoot them with archers in the flanks while cycle charging them with chariots. The chariots die if you leave them to it and struggle late game but are still useful in the archer variant for kiting 1 or 2 enemy units from the main battle. This early game comp will stay with you later in the campaign to support a more premium army. Use it as bait for your premium army to ambush enemy stacks who fancy their chances and leave their towns to attack your dusty boys. It's all well and good coming up with an optimum army comp but the reality is your premium armies will be comprised of whatever you have available and is efficient through bonuses. You'll be grouping certain units together to maximise the leaders bonuses and their red line talents, such as a ushabti heavy army with hierotitans, scorpions and sepulchers with necrophinx, etc. Bone giants and catapults can live in an army together and other armies can have casket of souls. The warsphinx I end up putting into my supporting stacks to give them a bit of a boost (which when paired with the lords warshpinx mount can really cause some damage) as premium armies will start struggling to find spare slots. As you said, horsemen are a waste of recruitment slots as are carrion however you may find yourself using the mortuary cult special carrion in a pinch when you need to defend an outlying town.
chariots lose in prolonged melee So don't leave them in melee Hit the enemy with a charge then retreat don't wait for charge bonus to fade just retreat when the chariots can't charge further into the enemy Then do it again and again etc Chariots can get hundreds of kills if you do this right
just let them stand for a sec and the charge must be in front of them a side or back side charge wont be negated also when they're fighting they lose the charge defense
Magic doesn't negate all resistance, only physical resistance. Armor blocks magic damage !!!! I am not saying I know better, but other youtubers like zerkovich, turin, legendoftotalwar all said, magic doesn't negate all resistance, only physical. So magic damage won't have shit on high armored units !!!!
@@maciejglowacki1997 That makes sense... Feels like now it would only be worth it later in a campaign when 5k gold is "nothing"? Skull Catapult can't be that much worse? At least not when I'm facing it on the field... :-D
@@mcbrite I've been using it and it gets at least 200+ kills per battle. It does very well in sieges if you use it against the infantry before you send in your units. The downsides I've found from it so far are: the accuracy can be piss poor, especially at range; the thing is a hot mess when trying to take out wall towers during sieges and has to be at a 90ish degree angle to the tower before it will shoot it, otherwise it just runs towards it; and lastly you can't specify a targeted location for it to bombard or aim for like you can with other artillery units, you can only tell it what targets to attack. Basically once the lines clash you would want to use it on any ranged units on the enemy side otherwise you risk a lot of friendly fire damage in my experience.
You NEED to micro chariots heavily in order to deal damage, but damn they are some good early game units.
This, they are micro hell unit. They also gain a literal fuckton of buffs if you play with settra and stack chariot mastery princes. Its cheesy but if they were any better, with all the buffs they can get theyd be stupidly good.
Cheers mate, I'll give it a go.
Too much micro for me- tried it, but i prefer to micro my sphincs units, than those pesky chariots
Agreed they are pretty good but you have to do a lot of micro
Yeah especially archer chariots in melee mode are insane. They also have very high range and can cheese AI aggro very well
12:04
I love the Uchapti using the massive bow in close combat. 10/10
Ya that unit is nastyyy
Your units can´t damage your own units in melee. It looks like this due to the animations, but no damage is ever registered. Friendly fire applies exclusively to ranged and magic.
That squire get impaled by a tomb scorpion, trown 5 metres away and he still stands up??!
The power of friendship.
It totally looks like that! If you go frame by frame though the scorpion took the squire with it when it dived into the sand.
TIS BUT A SCRATCH!!!
@@danieltobin4498 Lets call it a draw.
You have to cycle charge your cavalry. It looks like you just left them stuck in, which kind of negates their strength. This is doubly true for chariots, who have really high mass. They can usually penetrate through any light infantry, allowing you to rack up kills while taking very little damage. Admittedly, that does make them very micro intensive.
Tomb Scorpions don't seem great on the stats screen and nearly everything is listed as high threat to them but they are absolute chads!!
I have few points:
1. Chariots are good vs infantry especially if you specialize with one of your lords on them (Setra mostly). They also can beat big orc boar boys with help of sphincs, so they might be handy on campaign start.
2. Carrions - great at stopping cavalry charge + engaging them after with your antilarge units knights and snakes. Also they are great at shutting down artillery and tomb kings has bad artillery so you need something to deal with that. Also worth of mentioning carrions mele defence can go up to 55 or so. They don't deal damage but they can tank very well.
3. Light cavalry is good at chasing shaken units, so they wont come back. Useful at start in war with orcs or scaven.
4. Skeleton spearmen to my biggest annoyance has no charge defence (however has bonus vs large which is not meaningless especially in defence at choke points). The only unit in whole roster who has is tomb guard with halberds... So that's why i like carrions, they kinda fills the gap there.
14:39 *Slaneeshi giggle intensifies*
If you want to add more flavour to the TK, I suggest downloading the Tomb Kings Extended mod
It makes them a bit stronger in infantry cavalry and ranged and gives you a more dynamic roster for constructs to tackle any situation
9:30 is the funniest thing I’ve seen in a long time. Easy sub, you make great content
I actually like the skelly chariots, they're kind of a lite-chariot and I use them in pairs - you can't stick them into the thick of a fight but they do great harassment to enemy ranged and can overpower and disrupt isolated targets - or any army blob that doesn't have mass to stop x2 skelly chariot units
the hammer and anvil with them is nice, but they are in their element sowing chaos and disruption throughout the enemy backline , chasing units off and making the ranged units flee and fly all over the place
carrions are important units for tomb kings in multiplayer. They're fast enough to chase high priority targets off of the battle field once they route. Common strat i use is scorps or sphynx to terrorize then use carrions from the back line or wide flanks to keep high priority targets running. Theyre fast enough to chase off enemy cav as when routing their roll to hit is 0 and the attacking unit gets a roll for damage buff
In my current Arkhan campaign I lost a large battle against the wood elves because my chariots couldnt catch the enemies waywatchers lool
FantasticMrKen you may know the UA-camr Legendoftotalwar, he does saving disaster battles or campaigns, You have to E-Mail him the situation and then idk why else but he might help you
Demanders you are one of the best UA-camrs for total war, keep up the good work
Honestly, great video. Seriously though 19:43 caught me off guard. Couldn’t stop laughing for a while. Keep it up Damneders👍
wheres your wizard from the doomstarck? All top tier armies need magic dont miss out on them, its essential!
Not dwarfs
Hentai Haven also them...you destory them completly with lots of spells
Depends on what lore you're using. If you have access to Fire, Metal, Shadows, High, Big Waagh, or Vampire, then yes, it's a very important thing to have. But if you only have Light, Heaven, etc. then its not really worth it if you can replace it with 1 unit.
Fatfuk.inc understand your logic and respect it, but im a mage player (in any game), and i still say that a banishemnt or chain lightning better then nothing. You can always find high value in the winds with any lore in any army
@@FAZAHLIST when 1 chain lightning or banishment can wipe out 100+ enemies instantly, I'd rather have one of those over another skelly boy.
I only wanted to point out that, in campaign as Tomb Kings, if you lose a hero, you can only describe the battle as tactical success at best, but strategic disaster. They are very sparse, few, and tough to level.
I would rather take half the constructs dead over a dead necrotect anytime.
Your videos are top tier im a beginner warhammer fan/gamer 3 and just showing some love !
I find that Carrion Birds are great for taking out most enemy siege weapons when the AI is in command. If you're lucky, you might confuse the computer and have them split their army to deal with your birds, allowing you to take out stronger forces than you have any right to succeed against.
in 2024 i am still having lots of fun doing the campaign with the tomb kings, they ramp up very slowly and they play very different from the other factions, i quite liked the mechanic where the armies don't cost you anything and you can basically summon full stacks in 3 turns...it seems having vast territory is not really needed. I have been trading most non desert regions in exchange for vassalage, its pretty important to keep working on getting more lords through the use of canopic jars and research. i heavily focused on getting all dynasties, through research and canopic jars. it's a challenge to keep a large empire safe, so i found it better the give away regions on my border to form military alliances and vassals to keep borders safe. The ai is pretty greedy, and exploiting it was quite fun. spread the desert where you can and sell those useless jungle and mountain area's.
12:06 bruh, that construct rushed a dude and did a sideways shot that killed 2.
Now that is pure terror.
Skelly archers arent actually as bad as the stats suggest, when 4 of them focus fire on a lord or unit, with the armour sundering RoR archers they delete lords and heroes!!
Gotta say tomb kings is a much more finesse army. I absolutely agree the skeleton warriors are just a holding force until you can get tomb guard. Skeleton horsemen and horse archers are actually pretty decent for fighting lightly armored things like savage orks. The horse archers can be great at pulling the enemy army apart by making them focus units on them otherwise they will absolutely destroy enemy ranged units and artillery. Chariots are awesome at hit and run and should never be kept in a fight. They will be cought by cav and should only attack infantry. I find it's great to bring two and use one to draw units away before the main engagement and alternate with one is charging and running out of melee. Archer chariots are basically the same but have a ranged attack the they should replace the melee chariots asap
The chariots are either total chod that melt away instantly, or unbelievable chads killing hundreds in a single battle if you own the micro meta (but I do play SFO which fixes so many broken units)
Nobody: ...
Damneders @ 2:04 "Booncha Doosty Boone Boois"
MORE SKELLY ARCHERS!!! In all seriousness the skeleton archers perform better than what the stats would suggest because of their high entities and bonuses from Lords. They are also super cost effective because you get 4 of them per tier one barracks building. Compare that to having to build to tier three for just one sepulchral stalker or one catapult. Tier three barracks gets you six skeleton archers and some tomb guard to protect them, its a better deal in the early game.
Casket of souls imo is one my favorite field battle siege units it does so much damage to clumps that while yes you lose some if not a lot to FF but thr enemy loses a lot more and there's a legggy lord who rides one and thats just fun to watch
Honestly, I would replace one of the Tomb guard helebard Skeletons with the Etherial Nehekara Warriors the fact that Etherial units get 75% physical resistance is just that good plus the game auto-resolve just loves them with them getting almost 250+ kills every auto-resolved battle and in actually commanded battles they also win against almost everything they can one on one Longbeards and whist they may not win they also don't lose that matchup in my experience.
'Next we have Carrion. Don't use it!' LOL!
17: 31 WHAT DO THEY FEED THOSE PEASANTS ?!?!
Now this is a great warhammer video
well done! I loved it
Chariots are super great early- to mid game units. You cannot leave them in prolonged combat, but if you keep them moving they can easliy get 150-200 kills each up until mid game. And even in mid game they wreck infantry. Playing as Setra early game my chariots always have at least twice as many kills as my war-sphinx.
How You do that ? One of the 12 models always get stuck and I can't retreat them to do the charge because they refuse yo leave that model. . . And get stuck again
I jave had decent success with varrion as dedicated artillery hinters. They are super fast and vanguard lets them kite around to kick the artillery and then get away fadt if any support shows up
Scorpion doomstacks are beautiful
You have to play tomb kings like you do the skaven. Strength in numbers baby
What no💀💀only time you’d use low tier infantry in slaves/tomb kings is to slow down the main army so that your prize units can fuck em up. Skaven = ranged and artillery. TK = monster units
@@chinoschmino9108
Awesome an all but how do you survive long enough to access the good units? The lizards always stalemate me before I can get any large units and then I just get ravaged
Chariots are the one thing I disagree about. I actually think they're some of the best chariots in the game. Micro-heavy though. But as are normal shock cav.
a few notes on your infos:
"anti infantry" doesnt mean the unit has an anti infantry bonus
it means its good against infantry, be it because it MIGHT have an anti infantry bonus (which gives melee attack and weapon strength when fighting infantry, but sometimes units have those already build in and dont "specifically" only give those boni against infantry only), OR sometimes the unit is just simply better used against infantry instead of monsters or cav ( because of the lack of mass, or having alot of "weaker" but faster attacks)
having fast attacks, and being sturdy enough to stay in the fight against other infantry is enough
on the carrions: they are excellent supporters thanks to their md, which makes them really good to support your skelletons and help them hold the lines longer (which is quite important considering how bad skellies are at holding lines), they are also exceptional at siege battles preventing walled missile units from firing.
on the tomb scorpion: melee attacks do not do friendly fire, they only create knockback
on the stalkers, yes, they are amazing missile skirmishers especially when they get behind infantry frontlines and unload onto enemy infantry from behind, however, they are also REAL good anti cav flankers for you, to keep cav away from YOUR backlines
on the titans: as cool and "useful" they might be, they have several problems: 1 everything they do something else in the roster does better, the casket gives magic support, sphinx does brawling alot better, and every construct is ALOT faster and less prone to being stuck or missiled out by the enemy. The hierotitan is too slow, too big of a target, its attack animations are REALLY slow, and the spells are uncharged, which makes them alot less usefull than youd might first expect, even if they are bound spells. its better to pick up a dedicated mage and a construct of your choice instead of a titan
Indeed the titan is a bit of a jack of all trade but that's what make it great to me. With just this one unit I fill lots of roles while taking more of others I prefer to use.
Chariots are excellent indefinitely when used correctly.
and I cannot use them correctly lol. At least not in real battles, testing they're good but 20v20...no chance for me
I know this is older content, but thanks for these guides. I'm still semi-new to the game (and franchise as a whole) and it can be very frustrating having to find out firsthand how useless various units are. The game does a pretty shitty job of teaching you (probably because they want to sell that "Total War academy" BS), and it does a terrible job at unit balance.
You had me at meeh leeh :P
How do you get more then one Casket of Souls in campaign? I thought they were a renown unit.
Since it’s a rite you can do it as many times as cooldowns allow
@@ColonelDamneders Odd, I've used unit rites before and they only ever seem to allow one to be built, even when used multiple times.
@@glukolover I just tested and I can get multiple so idk if its a mod I'm using or if its been patched since you played but it should work
@@ColonelDamneders It isn't a mod, you are correct in that you can do is as much as the CD allows.
@YohSL If you want multiple, use the Rite when you are ready to actually use the unit and put it in an army; it's great if recruitment of lords or other units aligns with it but you use the Rite for the casket. Once it's in an army the next time you use the Rite another one will be available. I've done this in basically every TK campaign I've done so far and it's worked every time. I am not running any mods that change unit counts or Rites so I'm 98% sure this is vanilla design.
Hope that helps!
What are the units at 20:00 ?
How do I get them?
Chariots makes for good kamikaze units. Send them into the dangerous infantery and they will lose half their numbers in a single charge. Pretty cost effective imo.
dude skelli archers come in 120 unit packs...
first time i gave the Tomb Kings a try i was coming off my Dwarf Campaign win with Thorgrim GrudgeBearer and i hated there units and i mean hated them there are still times when i try to play the Tomb Kings and cant get over how useless so many of there early game units seem to be and the early game for me is where i try to get a feel for the Faction and decide if i want to invest my time in a lengthy Campaign with the Faction so maybe im spoiled playing the other Factions first. ive played long campaigns with almost all of them except the Tomb Kings.
I know what you mean! Was in same situation after dwarfs and they feel a little "clunky", with the very slow start and weird research... Whereas early game dwarf front line is unbreakable, with napalm and suv-sized boulders flying from artillery... :-D
@@mcbrite you said it best right there, i can normally find something about a faction that makes me want to invest my time in a long campaign, but with the Tomb Kings i feel like im pushing a Bone Boulder up a very steep hill for so much of the Campaign that i normally lose the heart to keep going after awhile and maybe thats a failing on my part but ive always felt that if im having fun at the start of a Game then the late game will be even better, but when i play the Tomb Kings it seems to be a race to get there better units as fast as you can and in as many numbers as you can so you can ''stand up'' to the tougher factions and not have several armies full of nearly''Disposable''chaff that can barely give clanrats a run for there money.
The Carrion's are good for harassing enemy artillery and pestering archers until you get some other units over
super informations thank you
Watching Netflix from a different country is a big one
Holy crap, Skeleton Chariots lose to Free Company Militia in melee even if the militia don't get a single shot off! And the militia have a melee defense of 28, which is actually pretty bad and not like what the description says a "descent melee combatant" but oddly the Skeleton Chariots have worse MD, which might be why they lose if you charge in and then forget about them. In all the Total War games I've played, when both sides have no experience units melee units will almost always beat missile units if they charge and make melee contract without getting shot one, even if the melee unit is a glass cannon type not designed for prolonged melee since inevitably the missile unit will either have worse stats, or amybe just marginally less terrible MD but suffer enough from the charge that an extra 3 MD doesn't let them win if they don't get to shoot. Shogun 2 was the first exception I found when Ashigaru would lose to Matchlock and Bow Samurai in melee. Warhammer 2 I'm finding a lot of exceptions, like the Skeleton Chariot.
Thanks for the content
what is the mod that makes the giants and beast huge?
So is this Faction bad?
Good video, except for you being dead wrong about chariots. And slightly wrong about the skelly cav. I've had the skelly cav beat chaos chariots one on one, and tomb king chariots one shot low tier infantry and take half health off of high tier.
Is that really how to use chariots? Aren't they supposed to be constantly moving and ramming through enemies without stopping? Managed to get 300 kills on one chariot when the filthy skaven ambushed me.
Yes that's correct
@@lucasbeck1391 Ohh, good to know.
Nice thank you sir
the carion has high melee defense. send em to occupy units with no anti large....
Yeah, that's how they feel to me: a unit to take another unit out of the fight to gain some time... Like occupying some Cav until spears can catch up to it...
I like the army in the example Battle but i would exchange 3 Units.
The stalkers are good but needs to much micro to be really effective imo so i would replace them for a tomb prince and a wizard of Light or Death (Not quite sure if TK have access to Lore of shadows). I don't like the lore of nehekhara. And the third unit i would replace is a Bowshabti, i would use a second Bone Giant instead.
I absolutely love your guides. It would be nice when you mention something like a real doomstack e.g. the Necrofex Spam for the VC ^^
You miss out much, nehekara is good lore, its passive gives basivally a small invocation of nehek on whole army mapwide when your casting, and it has great dmg spells and buffs too. But thats true light is just too good, but i pref nehekara for the heal. Wizard and tomb prince missing thats definietly true.
@@Marcibane yeah the healing is really quite nice but with the presented army most of the battles are won by your missiles so you don't really need the healing that often and the replanishment of the TK is very good. Imo the net of Amanthok outperformes the healing of the lore of nehekhara. Especially with such a ranged focused army :)
At the end it's just personal preference ^^
seems to me you don’t even know how to use chariot in total war, what a shame
@Colonial Damneders
19:43 its pronounced Oos-kef
Nice overview but I think you've got it wrong in places. Nekehara warriors are trash and should never take the place of skele spears.
The strategy with early armies is to hold enemies with high(er) melee def spears and shoot them with archers in the flanks while cycle charging them with chariots. The chariots die if you leave them to it and struggle late game but are still useful in the archer variant for kiting 1 or 2 enemy units from the main battle. This early game comp will stay with you later in the campaign to support a more premium army. Use it as bait for your premium army to ambush enemy stacks who fancy their chances and leave their towns to attack your dusty boys.
It's all well and good coming up with an optimum army comp but the reality is your premium armies will be comprised of whatever you have available and is efficient through bonuses. You'll be grouping certain units together to maximise the leaders bonuses and their red line talents, such as a ushabti heavy army with hierotitans, scorpions and sepulchers with necrophinx, etc.
Bone giants and catapults can live in an army together and other armies can have casket of souls. The warsphinx I end up putting into my supporting stacks to give them a bit of a boost (which when paired with the lords warshpinx mount can really cause some damage) as premium armies will start struggling to find spare slots.
As you said, horsemen are a waste of recruitment slots as are carrion however you may find yourself using the mortuary cult special carrion in a pinch when you need to defend an outlying town.
chariots lose in prolonged melee
So don't leave them in melee
Hit the enemy with a charge then retreat
don't wait for charge bonus to fade just retreat when the chariots can't charge further into the enemy
Then do it again and again etc
Chariots can get hundreds of kills if you do this right
how do you make a unit brace? like spears. do you just put them in guard mode?
just let them stand for a sec
and the charge must be in front of them
a side or back side charge wont be negated
also when they're fighting they lose the charge defense
Shard Shard this is very helpful
Thank you bae bae
280 speed on carrions?! how?!
А стража гробниц побеждает аруженосцкв?
Magic doesn't negate all resistance, only physical resistance. Armor blocks magic damage !!!!
I am not saying I know better, but other youtubers like zerkovich, turin, legendoftotalwar all said, magic doesn't negate all resistance, only physical. So magic damage won't have shit on high armored units !!!!
Did they nerf the cascet of souls to shit? I tried it and it was underwhelming, to say the least...
Yup, they halfed quantity of the voley they shot
@@maciejglowacki1997 That makes sense... Feels like now it would only be worth it later in a campaign when 5k gold is "nothing"? Skull Catapult can't be that much worse? At least not when I'm facing it on the field... :-D
@@mcbrite I've been using it and it gets at least 200+ kills per battle. It does very well in sieges if you use it against the infantry before you send in your units. The downsides I've found from it so far are: the accuracy can be piss poor, especially at range; the thing is a hot mess when trying to take out wall towers during sieges and has to be at a 90ish degree angle to the tower before it will shoot it, otherwise it just runs towards it; and lastly you can't specify a targeted location for it to bombard or aim for like you can with other artillery units, you can only tell it what targets to attack. Basically once the lines clash you would want to use it on any ranged units on the enemy side otherwise you risk a lot of friendly fire damage in my experience.
I love Total war Warhammer 2.
But I have no money 😭
Yeah warhammer is one of the most expensive total war game there is
@@educatedguess7416 no I don't have a PC nothing
@@educatedguess7416 look into cream api if you think the dlc prices are bullshit
carrion DONT USE IT!
lmao just casually spoils the final battle.. what a memer
Honestly that final battle was played in literally the worst way it could have been. Some genuinely shit strategy there.
Wtf are "mealy" units?
Melee in Britbong speak.
Melee is pronounced may-lay, it is French and NEVER pronounced Me-lee, cringe every single time someone makes this mistake.
meh-lay