worth mentioning that slayer pirates also don't have anti large. Handy unit for the purposes gotrek described, but that + the WS are a world apart from 'same stats'
11:50 the slayer attribute only makes weapon strength immune. A slayer can still have their melee attack reduced to 0. On a different note, I feel like a lot of unit variants, especially the ones with armor piercing, flat out suck compared to their regular counterparts in all but very niche cases, which really sucks because you're usually forced to pay a premium on them. With dwarf warriors, you're paying 50 gold, 10 melee defense and 55 % missile block chance for +2 attack, +4 weapon strength, a throwaway +6 charge bonus and AP damage. And with Longbeards you don't even get any increase to the melee attack at all. It's god-awful and does a double job at punishing you for picking a variant into an army comp where the armor piercing doesn't help you. But at least it's not Marauder Champions, paying 100 gold, bronze shields and 13 melee defense in exchange for AP, +4 weapon strength and +10 charge bonus. Generally I think variants could take a page out of the book of the dark elves. Dreadspears and Bleakswords trade melee attack for melee defense, and bonus vs large for weapon strength, with no cost increase for picking one over the other. It feels amazing and makes both units feel worthwhile for different reasons instead of one being strictly worse than the other in all but a niche case. 29:50 slayers have the deathblow ability that let's them fire an attack during their death animation in their attribute card where it also mentions the "fast (for a dwarf)" thing. I'm hoping CA will one day move these things into the ability segment where they belong. Forest strider and aquatic are similar abilities which people forget exist because they're not truly listed where they should be.
Even with 0 melee attack theres a chance to hit still. Same with have over 100 melee attack, theres still a chance to miss. I dont know the caps but theres a point where reducing/buffing melee stats beyond wont have any effect.
I know that Thorgrim needs a buff but it would be cool to see him get something other than just AP damage, something like a strong support or debuff aura. Giving him more damage would make him functionally the same as the other dwarf lords
Every animation has a speed cap and it's pretty inconsistent. For example: in Warhammer 2, some DLC heroes campaign buffs stacked, leading to 200+ speed infantry (stacked abilities were soon reverted after each DLC). However, the animation didn't allow them to run past something like 80 speed And then you remember Greasus with 400 speed, who was zooming around the field like a nuclear powered Walmart scooter enjoyer. This cap feels just random sometimes
Wish CA would change the thing causing ranged units targeting the corner of a unit. It's bothered me with Organs guns for such a long time. Also revert Flame Cannons,they are lame now.
I mean In a reductive sense I could see it existing for dwarves. "This is a Dwarf, build a box with dwarves, this is artillery, put the artillery in the box, now you can play dwarves" Obviously there's still more to it than that, but Dwarves ARE probably the faction that speedruns explanation the most, if you want.
hewers are not anti large blasting charges. They're actually strongest vs infantry or anything that will move slow, though also good vs large if they aren't moving.
worth mentioning that slayer pirates also don't have anti large. Handy unit for the purposes gotrek described, but that + the WS are a world apart from 'same stats'
Also, nice vid!
Thanks!
Fun fact: a giant beats ungrim in a 1v1 in a vacuum, even with ungrim’s buffs active
It's so Ungrimover
@@ZoMbi5lAy3r you could say the giant is a ung-remover
@@ZoMbi5lAy3r im a giant-pilled chaoscel and I'm about to mog the dawi
Killin it with the guests
Speaking of buffs to dwards that they don't need but would be nice is throne bearers for Thanes & Lords.
11:50 the slayer attribute only makes weapon strength immune. A slayer can still have their melee attack reduced to 0.
On a different note, I feel like a lot of unit variants, especially the ones with armor piercing, flat out suck compared to their regular counterparts in all but very niche cases, which really sucks because you're usually forced to pay a premium on them.
With dwarf warriors, you're paying 50 gold, 10 melee defense and 55 % missile block chance for +2 attack, +4 weapon strength, a throwaway +6 charge bonus and AP damage. And with Longbeards you don't even get any increase to the melee attack at all. It's god-awful and does a double job at punishing you for picking a variant into an army comp where the armor piercing doesn't help you.
But at least it's not Marauder Champions, paying 100 gold, bronze shields and 13 melee defense in exchange for AP, +4 weapon strength and +10 charge bonus.
Generally I think variants could take a page out of the book of the dark elves. Dreadspears and Bleakswords trade melee attack for melee defense, and bonus vs large for weapon strength, with no cost increase for picking one over the other. It feels amazing and makes both units feel worthwhile for different reasons instead of one being strictly worse than the other in all but a niche case.
29:50 slayers have the deathblow ability that let's them fire an attack during their death animation in their attribute card where it also mentions the "fast (for a dwarf)" thing. I'm hoping CA will one day move these things into the ability segment where they belong. Forest strider and aquatic are similar abilities which people forget exist because they're not truly listed where they should be.
Even with 0 melee attack theres a chance to hit still. Same with have over 100 melee attack, theres still a chance to miss. I dont know the caps but theres a point where reducing/buffing melee stats beyond wont have any effect.
@@S73wy Chance to hit is (35 + your melee attack - opposing melee defense), with a minimum of 8 % and a maximum of 90 % .
26:00 encourage doesn’t affect the unit itself, only the units around it
I know that Thorgrim needs a buff but it would be cool to see him get something other than just AP damage, something like a strong support or debuff aura. Giving him more damage would make him functionally the same as the other dwarf lords
Every animation has a speed cap and it's pretty inconsistent. For example: in Warhammer 2, some DLC heroes campaign buffs stacked, leading to 200+ speed infantry (stacked abilities were soon reverted after each DLC). However, the animation didn't allow them to run past something like 80 speed
And then you remember Greasus with 400 speed, who was zooming around the field like a nuclear powered Walmart scooter enjoyer. This cap feels just random sometimes
Grombrindal has the helm strapped to his backpack.
I love this videos series
Wish CA would change the thing causing ranged units targeting the corner of a unit. It's bothered me with Organs guns for such a long time. Also revert Flame Cannons,they are lame now.
the only cavalry that Dwarfs could feasibly get that is lore friendly would be something like 55-60 speed rangers on ponies.
My little pony magic is for wazzocks!
"Wow, only a minute long, that's a bit short for a build guide"
*and then I saw the correct numbers
I mean
In a reductive sense I could see it existing for dwarves.
"This is a Dwarf, build a box with dwarves, this is artillery, put the artillery in the box, now you can play dwarves"
Obviously there's still more to it than that, but Dwarves ARE probably the faction that speedruns explanation the most, if you want.
Thogrim needs a buffs! i wouldnt say no to something for hammerers. Also love Gotrek. He is a really good dawi player and fun to watch.
1:09:58 so Dwarfs are vegans?
hewers are not anti large blasting charges. They're actually strongest vs infantry or anything that will move slow, though also good vs large if they aren't moving.