House rule suggestion for Thundertusks if you don't want to ban them outright: players are limited to one and their starting army must also include a unit of Yhetees or Gorgers (or anything else the meta considers cost-inefficient).
@@JVF-g5k Oh but how do we deal with 2 nobblars in a trench coat...Being as elite, willful and stalwart as they are? It is like they were born after chosen and flagellants made sweet sweet love under the moonlight and had their offspring mentored by the most stubborn dwarfs and most snobby elves ever to be...
Funny how all three factions got a problematic unit this DLC: Mangler Squigs: Anti-everything vortex of death. Trades up into basically everything that isn't chaff. Skullcannon RoR: Incredibly solid artillery piece with phenomenal kiting and crowd-clearing abilities (the latter of which the magicless Khorne tends to struggle with, which is why the Skullcannon RoR is basically an auto-take now). Thundertusk: Insanely hard to kill monster that can also cause enormous AoE damage with its artillery shots.
TBH I feel like pigback riders are as much of an issue as thundertusks. Less flashy, sure, but they perform ridiculously well for their price point (just look at the test with Imrik - can't test it right now but I'm 99% sure that elven spearem for about the same price will neither hold that long nor do as much damage)- and even if they are priced fairly, it flies in the face of Ogres as a faction to have durable, effective non-monstrous infantry at their disposal. (Full disclosure, I am biased against them because for all the silliness of the setting I can excuse, the idea that fighting pigback on another dude makes you stronger, not to mention immune to getting knocked over, really crosses the line for me. I'd rather the concept be like tabletop horrors, ie when the pigback dies, it spawns a unit of gnoblars because either the rider dismounts, or the mount "picks up" the slain rider's gear. Would be funnier and less oppressive imo).
Changeling is a missed opportunity. Really think you should be able to choose to transform into multiple different lords but only for a short time and with a cool down
If the RoR is worth it, is it cost effective to bring goblin bolt throwas with chevrons? It seems universally agreed upon that they are dirt cheap and do good damage for the cost but have accuracy issues. And chevrons help a lot with accuracy
Not long ago i proposed CA a way to fix animation issues which was to implement shadow hits. Basically big entities would keep their animations, knock enemies around normally but the actual damage is applied to the proper target (still taking in account MD and MA etc). Maybe they kind of did that with this patch?
You should do an allied units this morning where you three determine every fraction with one ally or a choice between three maybe then you get four allied units. That would be sick.
House rule suggestion for Thundertusks if you don't want to ban them outright: players are limited to one and their starting army must also include a unit of Yhetees or Gorgers (or anything else the meta considers cost-inefficient).
Economic analysis of warhammer
@@JVF-g5k Oh but how do we deal with 2 nobblars in a trench coat...Being as elite, willful and stalwart as they are?
It is like they were born after chosen and flagellants made sweet sweet love under the moonlight and had their offspring mentored by the most stubborn dwarfs and most snobby elves ever to be...
Specifically, they must include the counter-balancing unit in their starting army so they can't store them away as unused reinforcements
Funny how all three factions got a problematic unit this DLC:
Mangler Squigs: Anti-everything vortex of death. Trades up into basically everything that isn't chaff.
Skullcannon RoR: Incredibly solid artillery piece with phenomenal kiting and crowd-clearing abilities (the latter of which the magicless Khorne tends to struggle with, which is why the Skullcannon RoR is basically an auto-take now).
Thundertusk: Insanely hard to kill monster that can also cause enormous AoE damage with its artillery shots.
TBH I feel like pigback riders are as much of an issue as thundertusks. Less flashy, sure, but they perform ridiculously well for their price point (just look at the test with Imrik - can't test it right now but I'm 99% sure that elven spearem for about the same price will neither hold that long nor do as much damage)- and even if they are priced fairly, it flies in the face of Ogres as a faction to have durable, effective non-monstrous infantry at their disposal.
(Full disclosure, I am biased against them because for all the silliness of the setting I can excuse, the idea that fighting pigback on another dude makes you stronger, not to mention immune to getting knocked over, really crosses the line for me. I'd rather the concept be like tabletop horrors, ie when the pigback dies, it spawns a unit of gnoblars because either the rider dismounts, or the mount "picks up" the slain rider's gear. Would be funnier and less oppressive imo).
Changeling is a missed opportunity. Really think you should be able to choose to transform into multiple different lords but only for a short time and with a cool down
4:10 start
whats the problem to share extra 4 mins to listen to Turin, i literally watch every minute he deserves it!
That 19 value on Hero of Tzeentch at 3:29:50 😂
If the RoR is worth it, is it cost effective to bring goblin bolt throwas with chevrons? It seems universally agreed upon that they are dirt cheap and do good damage for the cost but have accuracy issues. And chevrons help a lot with accuracy
2400 value from artillery shots on what is also a huge melee monster, seems fair
Classic CA balance. Will only take 6 months to nerf too
Don't forget the javelin throws. The sphinx took like 10% from them in like 30s.
Not long ago i proposed CA a way to fix animation issues which was to implement shadow hits. Basically big entities would keep their animations, knock enemies around normally but the actual damage is applied to the proper target (still taking in account MD and MA etc). Maybe they kind of did that with this patch?
With the wood elves is there any reason to bring blade singers now wild wood rangers are really effective?
Description:
Mentioned person: mumbo jumbo
Me: that is gonna be annoying, isn't it? 😅
The black orc ability should be like 6 or 12 MD. It should give 6 MA, and be like a 50 or 75% weapon strength increase.
You should do an allied units this morning where you three determine every fraction with one ally or a choice between three maybe then you get four allied units. That would be sick.
ah a Turin is a Norm Mcdonald connoisseur my worlds collides 2:34:00
1:29:10 bro loves CD so much he learned their language hahahahahha
you should just ban all new units until the next dlc, CA is always going to push new stuff and its always going to be OP on release
balance seem completely screwed now. really dumb new op units.