Fight in three ranks Always strikes first Dragon Princes Evil Elven magic items And I brought my umm... Greenskin army... which mostly consists of Elf-fearing Goblins.
Of course, always giving elves the overpowered bullshit, giving their magical cake that they can eat and keep, makes their farts smell like flowers and they never stub their toes.
I've had units of Greatswords take on and make mincemeat out of Swordmasters a few times... granted the high elf player I know has about as much favour with the dice gods as an empire priest has with Khorne but I digress
+Svein Kjetting (Korpo87) To become a white lion, you have to kill one with your bare hands. And a white lion is as tough and dangerous as a chimera or demigryph... so yeah...
Well these are White Lions, a lot more intelligent than normal ones, so if you manage to get them on your side I don’t see braiding its hair to be that risky of a task.
So, High Elven milita have to bring their own armor, yet they nonetheless look remarkably uniform. Do they all buy their armor from the same provider or something?
SinerAthin Individual cities manufacture their own arms and armor - it's not far-fetched that all the citizen soldiers go to the same armory to have their arms and armor made by the same smiths and so on.
Sorry for replying about four years later but the romans at certain times had their soldiers buy their own arms, armour and horses and they are normally depicted as being quite uniform. So y'know not totally unrealistic.
@@finn87632 It makes sense that the armor would look the same. Changing an armor's design can affect how it performs, and the colors represent the kingdom the elves are from, and tradition is a big deal for the elves. So yeah, their armor looking the same makes sense for a variety of reasons.
on the topic of the high elf spearmen dodging through each other, the buggy warscape engine already does that men from the back ranks flying to the front to perform a kill animation and then fucking off to the back again so looks like CA have been planning this for ages...
Arch Warhammer hey mate great videos just watched them both in one sitting , learnt quiet abit , but i think u left out the great eagles as i think they will be another answer to flying units and how to deal with them,i also think they can be used for the scouts on the main map ,having a huge movement and sight range will give the elves a great advantage on the goings on around the world, and some mention of the Pegasus's would be nice as they are a great mount for your mages as they have magical abilities of the own. then theirs there navy one of the strongest and fastest fleets out there, maybe a video on fleets should be on ya list of to-do's , i would like to see a video on the monsters in the warhammer world and the effects they will have on the play styles in total war, for example dragons flying, giants being fucking big!, trolls regenerating also raising the dead and how the would implement that in game ,zombies clamming men to your units or raising new units in battle from the dead on the field cheers buddy and keep up the great work.
As a Skaven Player,you must have fun times fighting the High Elves Arch,as they could very well set half of your army on fire,via phoenix fire-bombing runs.
Arch Warhammer Spears are only as dangerous as you let them be. Throwers and Mortar teams kill elves by the hundreds of points per shot. Archers are the real core threat to Skaven. But the Skaven are not without their tricks you chilluns. Just gobble half a dozen warp tokens (or mushrooms if you're a goblin) and have your lvl1 wizard auto-cast that ultimate spell. Or snipe their characters with your warp-lightning chariot wheel things. I've never had my dragon survive past turn one against Empire, Skaven, or Dwarfs in the past two years. :P Tyrion takes two cannonballs to kill, btw. And he ain't that OP against a unit of 40 clanrats. What with rank bonuses, stubborn, and warp lightning cannons. As a High Elf veteran, you're really giving our units more credit than they're really worth. But then again, Storm of Magic and End Times ruined the game for me.
Arch Warhammer At least there's the reassuring fact that Plague will absolutely murder those expensive Toughness 3 Swordmasters & White Lions. Assuming their amazing magic lets you get that spell through. On the plus side though, with so much T3 and little heavy armor, Skavenslaves can actually do some real damage against Elves! Especially when they break and run riot, which can sometimes kill up to half a dozen elves (who are worth about 35 Slaves :p).
Is it weird that after playing Warhammer total war 2 I'm honestly curious of what he thinks of each army? Also which lords they made up. Since honestly I have no idea who is official and who isn't
The Phoenix Guard ward save, casing of fear, and silence come from the same thing. They are told a part of the future. The process that gives them their ward save grants them fore-knowledge of their deaths. Because of this fore-knowledge, they are sworn to silence.
The unique thing about High Elf mages are that they can master all the winds of magic compared to Human wizards who can only master one without being corrupted by Chaos It would add a lot of flexiblity to having mages in your High Elf army basically
I'd actually like to see some follow up videos to some of the factions that aren't in the game yet, since we now know how the magic and hero mechanics work.
The High Elf spearmen in horde formation can strike with 5 ranks, being charged or when they charge. This means they will be hitting with 51 attacks (if there is a champion). Give them like the frenzy banner and boom, so much re-rollable (mostly) attacks.
They are quite powerful. Personally, I'd like to see them limited on a level of strategy mostly. With that I mean, potentially they'll be coming to the old world to do all of the fighting, etc. So, why not have just a great deal of distance between their home and the battleground and so make it difficult for them to reinforce quickly and make it more expensive for them to reinforce quickly. That way you have an army of really kick-ass units, but whenever you lose one you really, really feel it.
There is a strong possibility that they might add some people for the game as Damn of War did for 40k (like Scout Marines). For the High Elves we might get some kind of low value infantry unit of the people who failed to come up to, or possibly maintain, the exacting drill standards of their normal forces. This would be somewhat backed by the lore as incidents like the pirate raid on a virtually undefended settlement on Ulthuan do not make sense if all of their militia are truly awesome.
To offer a bit of discussion from a veteran High Elf player, I'll include my thoughts on how to implement the High Elves. Most importantly to my philosophy is that units need not fill the same roll as they do in table top, but they should be lore friendly. One thing though, on the table top single-model Elf things get killed by cannon type weapons first turn, while their units are killed 200-300pts per shot by mortar/breathe type weapons. The only reliably good units for the High Elves are Dragon Princes and Phoenix Guard. Effectiveness on the table top comes from having enough toughness or enough numbers to last past turn one. Also from having as many mages as possible... High Elves are not as ridiculous as Arch is making them seem. Cores Spears - One of the only, if not the only, pike phalanx unit in the game. While not a true pike, their weapon is still longer than the average spear. A pike unit, but one with reduced reach in respect to Rome 2. And the formation they described in the fluff sounds exactly like a phalanx. I don't know where Arch was getting all the jumping around and dodging bits. So I'm thinking they'd use their spears at all times, but only be crazy effective when in phalanx. Being a TW game, spears are the obvious counter to cavalry. Obvious garrison and conscription unit. Archers - They're elf archers. They shoot arrows and are squishy in close combat. The other obvious garrison and conscription unit. Silver Helms - A good, well balanced heavy cavalry unit. Maybe even medium cavalry. Easily recruited. Good for a early game general's bodyguard. Lothern Seaguard - Marines. They are the standard crews for most naval ships, so they'd be able tag along in coastal battles or port raids and the like. A good garrison unit for port towns as well. Shorter range than archers and fewer in number than spears and archers would soften their effectiveness. Specials Shadow Warriors - Shadow Warriors are really exceptional in CC for skirmishers, but only about average in shooting. I'd love to see them as a counter-skirmisher unit first and a skirmisher unit second. Of course you'd have to figure out some way to make it easy for them to catch enemy skirmishers in CC. I vote a temporary stealth movement ability like the Kisho Ninja had in Shogun 2. Phoenix Guard - Halberds make for a good anti-cav, anti-monster unit. Considerably more flexible than spears, not having to be in formation to be effective. Unbreakable and high ward saves would mean they are particularly resolute unit. Endurance is something the High Elf army has in very short supply. This is one of the only units I can see a hard cap on, and that's specifically for lore reasons. White Lions - Bodyguards and monster killers. Chop up monsters with those great axes. An extra morale buff when acting as the general's bodyguards. Additionally they're less likely to get shot up with those lion cloaks. I think monster killers would make good bodyguards anyways, since most early character deaths would probably be at the hands of monsters looking for a quick general cap. Swordmasters - High melee attack, high melee defense, good weapon damage, poor armor. Shoot these guys or die in close combat. Your choice. Sure they got that flippy sword deflects arrow thing, but that isn't very effective in tabletop anyways. Dragon Princes - Elite Heavy Cav. Good choice for bodyguards. Surprisingly tough against fire attacks too. Chariots - Both chariots can do chariot stuff for all I care. Skycutter - I can totally see this as an anti-flyer skirmisher. They'd have the maneuverability to harass and kill flyers, but would struggle to put enough effective fire on infantry to really make a difference. Ellyrion Reavers - Good light cavalry. Elf cavalry is faster than normal too. These guys are gonna be quick little suckers. Rares Phoenixes - I never liked these guys. Spawn of Storm of Magic and End Times IMO. Do with them what you will. I probably won't use them. Sisters of Averlorn - Not even sure these should be implimented. A good candidate for a DLC unit though. They're supposed to be a bodyguard unit for the Everqueen, and she isn't supposed to leave her forest. However, they'd be a shooty unit. A pretty damn good one too. Anti-monster/magic shooty sounds cool. Repeater Bolt Throwers/Eagle Claw Bolt Throwers - I liked the idea of pew-pew-pew-reload. I actually agreed with Arch on that one. But these bolt throwers have an alternate fire mode as well. Usually they'd fire a single large bolt, but they'd also have a scattershot for use against hordes or other lightly armored units. I think scattershot would additionally be exceptional against flyers as well. You'd definitely find these on the Elf ships as well. They are a favorite of the Seaguard. Mounts (Elves have good relationships with a variety of magical creatures, so I'd prefer to see them gain access to flying/monstrous mounts faster than other races) Great Eagles - I want my Great Eagles, dammit! Swooping attacks to disrupt infantry and cavalry would be their specialty in my eyes. They should also return as a rare unit. A good mount for mages or other characters as well. First mount unlock. Griffons - A mount for fighting characters. Second mount unlock. Dragons - Mean, green, fire-breathing machine. I'd love to see the dragon level up through the sun/moon/star levels as well. It's a dragon, and worthy of being a character in its own right. Third mount unlock.
mages on dragons shooting fireballs from a relatively safe position, give me oooh give me, recruiting time... and well, to balance it, number of dragons might be a resource just like recruiting elephants is only possible in other total war games in the areas they live. so bringing over / flying over a dragon from ulthuan would just be expensive and take time and drag on the number / growth of awake dragons.maybe gw knows how many dragons are available and then its just up to the player to not abuse it and if the player does so there is a risk of losing the dragon flock entirely, the player might awake them all and put them into battle removing the replenishing or severely reducing it and run out of dragons if they die in combat. this could be in desperate times and maybe pay off and also be expensive because the dragon is a low numbered part of the high elf host, so it works like a population count as a city would, struggling with no inhabitants.
I think the high Elves are a interesting case for a army, which will be quite different balance wise as in the TT. But first a general point about Mounts or better say, monstrous mounts: I think the best way to limed those is to make it require a skill for the Characters to ride it. A "fresh" imperial General should not have the ability to just grab a griffon (the same with Nobles and Dragons), since those creatures are not your friendly obedient little pony, but dangerous intelligence with a own will. A empire General for example would come with the skill to ride horses (because that is what they learn way before). If he wnats now to use a Griffon he would have to upgrade the skill at least twice* (Pegasus, come before griffon's) and than have the building and money to buy it. Now to the High elves more generally: two things which makes they strong in the TT, "always strike first" and the rank fight ability we will with almost certainly not see in the TW game. This has some dire consequences for some of the high elves elite units. Example Swordmaster of Hoth: when in the TT they get attack from Empire Knight, the Swordmasters actually attack before the knights and can reduce them quite a bit. In a TW however, I don't see that work at all (the animation would need to set in way more early). Now if you remember the effect a heavy calvary charge has on a two handed units of axes/swords, than you will remember that they will be quite devastated. They could have a very high attack rate (a combination of I and A of the TT), but after losing 1/2 or 3/4 of the numbers and the fact that the knight can simply retreat (not easy in the TT), makes this quite pointless. So the one High elves counter for knights wouldn't work. On the other Hand, units which are not that good in TT would get a boost. The seamasters are not that great in the TT, which rewards specialization more than university (general speaking). In TW how ever they would be quite a nightmare. A combination of them with a line of high elves archers (they have more range than the seamasters), would let all of the low armour horde armies (skaven, orces, to some extend even the empire), simply die in front of them. But since this a special units of Lothrean, which is probably one of the sub-faction of them (this unit and specialization for navies, since they are technical "marines"), we may not see them for all elves factions. I quite disagree how rare some of the units are suppose to be (Hoth Swordmasters) and wonder if not a effective means to balance the factions is the army limit. I know that this feature is not loved, but it may work wonders in TW WH. A High elves player for example could have less armies as a orc player.. So you may have a absolute death stack of a high elves army, but only 5-8 at most while the Orcs could have 20-30 tacks at max. So the ability to kill orcs in absolute ridiculous numbers is just necessary, since besides smaller unit numbers, you will have less stacks. *how many skill points one need to ride a griffon/dragon, could be of course way higher than 2, with steps between them, which only increase the stats for horse combat first, before getting the next level of mounts.
Special rule for phoenix, dies in combat normally, but will always ress after battle. If army is obliterated then it will either respawn with commander or will go back to capital city.
Fuuuk, just had a flashback tot he time I managed to rear-charge a unit of White Lions with a Carnosaur and a Stegadon ... I still somewhat cry, only the Oldblood on top of the Carnosaur survived untill round two. Granted, that was because he was in a challenge, but still ...
Thinking about it now, and looking at what high elf players are saying, my impressions of this vid as well as high elves is like this: While he mentioned the "lance" metaphor early on, (powerful but will shatter if not used _expertly_) Arch kinda forgot to mention it again when it probably would have given a better impression of what a High Elves army would be like. A High Elf army that is well-built and played by a moderately experienced player who knows what they're doing can, at worst, give just about any other army a good fight, and at best, beat the everliving shit out of a great deal of the armies out there. But all that requires skill. A lot of High Elf units are damn good at what they do, perhaps even the best at their specific role. But they are either mediocre or useless outside of that role. High Elves aren't casual super-easy mode at all; you need to have a plan to succeed, and it better be damn good. But if you do have that plan, then things are probably going to go pretty well. ...Is that accurate?
Damn, those swordmasters and spearmen are meatgrinders!! Hey Arch, any chance we might have a different background song? It's a nice one you have, but after 20 videos or so, it gets a little....unnerving, let's put it that way, hehehe. I guess it's something you don't have to deal with copyrights, am I right?
Really great series of videos. I never paid any attention to Warhammer lore before, but as a Total War player I'm really looking forward to the game; The world seems rich as fuck and is fascinating to learn about, I think the asymmetric nature of the armies will work well the Total War format
53:15 When you think that had seen enough heresy, then a flying chariot pulled by a giant eagle come to teach you a lesson... These elves are high on drugs, and the poor eagle too.
I think a way of implementing the captain's reform rule would be if you get ambushed in classic TW style, you can negate the disadvantage of being in column form and have the ability to deploy your army. (Basically like in M2TW or RTW when the ambush fails, except with this guy all attempted ambushes fail.)
Illusive Man I think that this interpretation of the rule is a bit over the top. He is a relative low officers, which usually only buffs the unit he is in and not the entire army. Turing him into a auto defence against ambushes, would bit like giving the handgunners of the empire M16. What perhaps better works, is a buff like "more amour against flank attacks". Of course only for the unit he joins.
Always Strikes First unit using Always Strikes Last weapons (Sword Masters and White Lions) means both ASF & ASL cancel, and the unit strikes in normal initiative order.
Hi arch, Do you think they wiĺl implement the ability for characters to duel in total war warhammer, as i love this feature in both the tabletop and in mark of chaos. The amount of undead that i have punished by killing their general 1 on 1 with my prince, and watching instability take its toll. (Don't mention the times chaos lords have punished me)
Mw_NoGodsNoHeroes It was cool in MoC, but it took serious micromanagement and forces you to take your eye away from the battle. Honestly, that feature got annoying.
Oscar Huang but in Mark of Chaos it was not properly done in my opinion and it should be like that the surrounding forces maybe stop the fighting to see who wins?
I cannot wait to grind the High Elves to dust with Cland Angrund, or who knows, I might ally with the Wood Elves, assault the High Elves and take Lustria. What do you say?
The only downside (if you can even call it a downside) of a HE army is that you have no cannon fodder, no skaven slaves or goblins that get the honour of dying first (he he) being all good units they hopefully will cost a sensible amount especially in MP. Personally i would think from a business point of view, races like Asrai, skaven and Bretonia may well appear as dlc's in the first part of the game as they are in the same map area as the Empire and co. Obviously a lot of the other factions will need new maps.
Davina Q If there's a mercenary system in Warhammer(which I hope), you can probably, as the High Elf, hire more disposable mercs to do the dying for you :P I remember in Call of Warhammer; a warhammer mod for Medieval 2; playing as the Dark Elves, I made a habit of hiring mercenaries; only to immediately throw them into the meatgrinder!
2 things you got wrong: 1) there are high elf competitive lists that don't use phoenix guard (the cavalry only tyrion list for one) 2) ASF does not work on Swordsmasters or White Lions. The model has ASF, the weapon they use has ASL, they cancel eachother out, letting the unit strike at initiative with two handed weapons.
Balancing them with low unit pools would be a good way two do it. like the unit pools from Med 2, where for the high elf they replenish extremely slowly, compared to other races. Making killing a unit, being devastating for the high elf player.
Silver Helms have basic Strength 3. So, unlike the human cavalry, are almost useless if they do not break the opponent unit on the turn it charges. The only saving grace on this unit outside of the charge, is they can be expensive fodder to a quality infantry unit that can hold an opponent unit for a couple turns due to the high armor save (that you have to pay extra points to achieve).
I really hope them to be like The elves of Third age mod, a really high stats unit, but few in number, even the weakest of the elven units are about mid-high tier of the rest of the factions.
As you mentioned about the empire's hellblaster volleygun, where the unit should be retrievable after the battle so should the Phoenix. This way it won't be as op.
Balancing will be a problem, and the fear is that CA will just make the powerful units generic (or completely remove them), or they will be unstoppable. Except balancing with economy and building chains and unit/army restriction, CA can also implement long recruitment time, which could make it virtually impossible to have full elite stacks. Another way could be a really long retraining time for elite stacks like the HE. Makes sense if they have the new system of automatic retraining, I really hope they gear up the importance and depth of unit vetarancy/experience. The Phoenix could become a frost heart for example.
The flying ballistae could be balanced out with a cap, and/or the fact that it cannot actually land on the ground without supporting structures. Therefore you could make the argument that this was something you could only have stationed inside a town/camp with the supporting structure built and limited range (kinda like an airplane with airport). Which would take away their offensive OP'ness in case of HE attacking another city, but give them boons to their own city defense and harassment in surrounding areas
Watching these videos, I think you are trying to put to much of the Warhammer mechanics into total war. I expect Creative Assembly to make this a total war game set in a Warhammer universe. Things like 4+ Ward save, always strike first, extra rank act as certain abstractions in Warhammer that work on the tabletop. For the computer, different abstractions work better.
What they really ought to do is keep the units as incredibly powerful but make recruitment slow, expensive, and painful so that they are at a huge disadvantage in a grinding conflict in which players can inflict casualties on them. If you can manage to drag them into a real fight, you can win in the long run, but High Elves need to jealously guard against casualties.
I found, and so have other High Elf players, that with Lothern Sea Guard, that the lower range of bows vs. the normal High Elf longbow, along with the LSG's higher cost for the extra equipment (spear and shield), makes them undesirable, despite their battlefield versatility. If you are going to have 2 units of LSG, you can have 1 unit of spearmen and 1 unit of archers, better combat results on the battlefield, and points left over.
Things i've learned from watching a few of Arch's videos: (1) Everyone is a "Baaastard" (2) It's impossible to describe a unit without a slew of unnecessary adverbs - honestly, saying something is "RIdiculously" powerful enough times, makes it lose any impact (3) A unit can simultaneously be fantastic, and average -I enjoy the effort put into these videos, but a little scripting and forethought goes a long way. Cheers
part of the fun for me is getting a super op army :< i hope they don't limit unit types. would love to see a full army of sea guard vs a whole army of thunderers or something.
hum is it possible to attack in 4 (spear) and 3 (greatsword) if you take a formation who is a square but slightly turn on the edge so that each row attacks forward ore slightly to the side.....think of the formation \===\ ore something like that..... and the spear and sword therefor is not strait forward to a friend....and them thanks to the smaller number there is more room between each row fore the fakt that this tactic is trying to make up the numbers. Fore the rule in warhammer states 4 in a row not that the formation needs to be super tight ....right?
One way to reduce the brokenness of High Elves is to simply have them as mercenaries only. Only available every one in a while and always limited in numbers.
Orumon Uldor I don't know much about the high elves but I don't mercenary work is something they are interested in. besides they all must serve at some point in the army, leaving little time for fighting for coin.
+Gilga-Kun No seriously, I'm think I'm pretty lucky with my dwarf when I fight against the HE, my RAIN OF STEEEEEEEEL alway kill half of their army before they do serious damage to my army and then, well you know I just dual this hero and lord with my character build for that with awesome rune and then they die and I'm like "MUHAHAHA that's for the war of beard !". But I'm not so lucky with this fucking Chaos, for some reason.
About the high elf spears. They could stand VERY close together and have like a single unit animated for two spearmen? Always together no matter what. It´s tricky. But I think it will all be stat based. With very few special rules I think. Just not very practical with things like first strike.
While the flying bolt throwwe is one of the most insanely awesome things I have ever laid eyes upon it simply wouldn't work. Lets say the "chariot" actually does stay afloat, it would only do so if the eagle pulls it at considerable speed. That means no aiming, since when the eagle stops the "chariot" would simply fall so even the high elves with their usually insane ballistic skill wouldn't be able to hit anything but the largest of ork waaaghs. And this thing would be even more vulnerable to flying melee units than dwarven gyrocopters. While a giant eagle would usually be a formidable opponent in the air a single harpy or even bat could force it to halt and therefore make the "chariot" fall and crash.
I used to play War Hammer Fantasy years ago, but I never played the last version of the game. So did the Elf Elite unit such as the Sword Masters of Hoeth fight in 3 ranks AND still get their two attacks each!?! If they did that sounds as broken as hell to me!
You think this may be partially why they cut out fighting animations? So units like the spearmen could actuality fight in four ranks? (and laziness obviously but decent excuse)
Hello Arch :) I'm one of your new subscribers and Im happy to be! I was thinking about naval combat and I recall you mentioning that its easier to just have auto resolve. but I would really like to see some boarding action and some boltthrowers and other artillery placed on ship decks of different ship types from all all factions that have ships. any thoughts on how it could be done if you had to come up with an idea? :) ty, hæhæhæ.... also I think you forgot something for the lovely op phoenix guard, Im sure they have magic resistance, maybe you said it but Im not certain now. I as a high elf player cant wait, but I really hope that the expansions will include all factions of warhammer and expand to all of the warhammer world just to have a very big game that almost can not end really, with new events, relic quests and so on. I would also enjoy a complex economy system with different trading practices depending on who and where, such as coin, metal, barter, favors /word of honour, land, magical knowledge and all sorts of things being accepted as trade able objects and count based on negotiation in diplomacy options. so dwarfs might value to an extreme some rare metal some elf found on the beach and might even consider trading a certain crown for it because dwarfs are obsessed with this metal or something:-) and the gold coin / physical based economy should have some sort of roof comparable to what is already mined and what is being mined per year. A no go to have an insane amount of resources unless you can produce it, have it hidden or can store it somehow. this also requires a way to move it if you are about to lose the city with the treasury holding x% of gold coins, you should lose what you cant move, this brings in a mechanic of caravans that can be raided as well... that or magical transportation with portals and such if that exists. oh and, good luck with the vampire counts LP ;)
So what I'm getting out of this is that the correct answer to a High Elf army is an exceptionally heavy core of Dwarf infantry with quite liberal Thunderer support-- with ample artillery of course. Sound about right?
And here I am, distinctly recalling that time, once in the distant past, when Chaos was considered the most OP army and Brethonnia came a close second. Seems to me GW raped the lore as well as the balance of my glorious army - it's only going to be so and so fun to play the faction that is considered OP - it tends to attract the tools who just want the monthly flavor and little more.
This faction seems completely OP! Maybe CA could balance High elves in Total War: Warhammer by giving them a unit reconstitution malus. So, you have dangerous soldiers, but you have to take care of them, as you can't loose too many of them.
There is some exaggerating, but not a huge amount. In reality, they are an extremely hard army to play with. Most things kill them easily and you have to pick and offensive/defensive army or everything crumbles. But they are one of the most rewarding army's to play with, if you can build them right.
Lel, all teir armours do look pretty much the same but they are lite, medium or heavy ... Phoenix Guard 80 models, while ironbreakers only 60, ok if the Guard is limited in units this might be ok, but...
Are dragons most powerfull creatures? Is Star dragon most powerfull thing (besides gods) in warhammer universe? Are star dragons more powerfull than chaos dragons? Which is the most powerfull special character (like Karl Franz ) in warhammer?
Regarding the Frostheart Phoenix, does it really matter if it reduces a units strength from 2 to 1 as you mentioned? If you roll 6's to wound, it doesn't really matter how low the strength is, right?
wait, backup… theses guys have griffins!? as in plural? I have a question regarding lore and the empire, does the empire have other griffins besides deathclaw? because for the life of me I haven't found any other one besides him in the internet and I'm too broke right now to get the books.
I, out of curiosity, watched the video about the high elves and dark elves before going to sleep, ended up dreaming the war, it was awesome.
Sounds like an epic dream.
@@robertnelson9599 it does
did malekith split your penis at the top and peel the skin backwards to give you a red rocket? 🤔
I feel like malekith did something you're hiding 🤔
Fight in three ranks
Always strikes first
Dragon Princes
Evil Elven magic items
And I brought my umm... Greenskin army... which mostly consists of Elf-fearing Goblins.
good luck xD
Slaanesh clearly favors this much-up, the amount of rape going on pleases him/her
Since he is called "prince" i would guess it's "he" 🤔
@@HalfliferLPs But the Elves call it she who thirsts
Didn't stop Grom the Paunch.
Of course, always giving elves the overpowered bullshit, giving their magical cake that they can eat and keep, makes their farts smell like flowers and they never stub their toes.
I've had units of Greatswords take on and make mincemeat out of Swordmasters a few times... granted the high elf player I know has about as much favour with the dice gods as an empire priest has with Khorne but I digress
Still made me laugh a year after.
Timothy Easton "RANDOM FOR THE RANDOM GOD! DICE FOR THE DICE THRONE!" - A Ranald Zealot ambushing a Khrone Warrior
Should have pulled an Arch and said, "But hey... Details."
This made me laugh after 8 years lol
50:44 You got to be a bit crazy if you're brave enough to braid a lions beard....
+Svein Kjetting (Korpo87) To become a white lion, you have to kill one with your bare hands. And a white lion is as tough and dangerous as a chimera or demigryph... so yeah...
Well these are White Lions, a lot more intelligent than normal ones, so if you manage to get them on your side I don’t see braiding its hair to be that risky of a task.
So, High Elven milita have to bring their own armor, yet they nonetheless look remarkably uniform.
Do they all buy their armor from the same provider or something?
SinerAthin Individual cities manufacture their own arms and armor - it's not far-fetched that all the citizen soldiers go to the same armory to have their arms and armor made by the same smiths and so on.
Ever wonder why there's an e in eBay? The elves man.
Sorry for replying about four years later but the romans at certain times had their soldiers buy their own arms, armour and horses and they are normally depicted as being quite uniform. So y'know not totally unrealistic.
@@finn87632 It makes sense that the armor would look the same. Changing an armor's design can affect how it performs, and the colors represent the kingdom the elves are from, and tradition is a big deal for the elves. So yeah, their armor looking the same makes sense for a variety of reasons.
@@robertnelson9599 You forgot the most important part. It looks nice snd we all know elves like looking nice.
on the topic of the high elf spearmen dodging through each other, the buggy warscape engine already does that men from the back ranks flying to the front to perform a kill animation and then fucking off to the back again so looks like CA have been planning this for ages...
Do you even know what time it is?
Well...
Sleep is for the weak I guess...
Schwanzus Longus sleep is for the weak and the swedish
Arch Warhammer hey mate great videos just watched them both in one sitting , learnt quiet abit , but i think u left out the great eagles as i think they will be another answer to flying units and how to deal with them,i also think they can be used for the scouts on the main map ,having a huge movement and sight range will give the elves a great advantage on the goings on around the world, and some mention of the Pegasus's would be nice as they are a great mount for your mages as they have magical abilities of the own. then theirs there navy one of the strongest and fastest fleets out there, maybe a video on fleets should be on ya list of to-do's , i would like to see a video on the monsters in the warhammer world and the effects they will have on the play styles in total war, for example dragons flying, giants being fucking big!, trolls regenerating also raising the dead and how the would implement that in game ,zombies clamming men to your units or raising new units in battle from the dead on the field cheers buddy and keep up the great work.
Arch Warhammer I just love your humour ;D
Arch Warhammer duma normen
Arch Warhammer HEYY im swedish n sleepy.... DAMN YOU
As a Skaven Player,you must have fun times fighting the High Elves Arch,as they could very well set half of your army on fire,via phoenix fire-bombing runs.
Rellana1 thats nott even the worst part..... spearmen in 4 ranks with ward saves *shudders* just laughing off warpfire throwers...
PLus if they decide to take the OP hero you mentioned,he's almost an army on his own.Good luck dealing with him,before he kills half your army solo.
Arch Warhammer Spears are only as dangerous as you let them be. Throwers and Mortar teams kill elves by the hundreds of points per shot. Archers are the real core threat to Skaven. But the Skaven are not without their tricks you chilluns. Just gobble half a dozen warp tokens (or mushrooms if you're a goblin) and have your lvl1 wizard auto-cast that ultimate spell. Or snipe their characters with your warp-lightning chariot wheel things. I've never had my dragon survive past turn one against Empire, Skaven, or Dwarfs in the past two years. :P Tyrion takes two cannonballs to kill, btw. And he ain't that OP against a unit of 40 clanrats. What with rank bonuses, stubborn, and warp lightning cannons. As a High Elf veteran, you're really giving our units more credit than they're really worth. But then again, Storm of Magic and End Times ruined the game for me.
Arch Warhammer At least there's the reassuring fact that Plague will absolutely murder those expensive Toughness 3 Swordmasters & White Lions. Assuming their amazing magic lets you get that spell through. On the plus side though, with so much T3 and little heavy armor, Skavenslaves can actually do some real damage against Elves! Especially when they break and run riot, which can sometimes kill up to half a dozen elves (who are worth about 35 Slaves :p).
CantusTropus High Elves have amazing magic? We've got that plus one to dispel... but that's nothing compared to warp tokens :P
Is it weird that after playing Warhammer total war 2 I'm honestly curious of what he thinks of each army? Also which lords they made up. Since honestly I have no idea who is official and who isn't
The Phoenix Guard ward save, casing of fear, and silence come from the same thing. They are told a part of the future. The process that gives them their ward save grants them fore-knowledge of their deaths. Because of this fore-knowledge, they are sworn to silence.
The unique thing about High Elf mages are that they can master all the winds of magic compared to Human wizards who can only master one without being corrupted by Chaos
It would add a lot of flexiblity to having mages in your High Elf army basically
I really want formations back and I want to see them brace units don't brace anymore when I get charged they just stand there and take it
Chaos is in the game, so the High Elves kind of have to be in it at some point...
I'd actually like to see some follow up videos to some of the factions that aren't in the game yet, since we now know how the magic and hero mechanics work.
i cant wait to butcher armies with a dragon lol, btw dragons are in confirmed by Will on the forums!
Where??
The way those Maiden Guard were painted was stunning! I wish I could paint like that
The High Elf spearmen in horde formation can strike with 5 ranks, being charged or when they charge. This means they will be hitting with 51 attacks (if there is a champion). Give them like the frenzy banner and boom, so much re-rollable (mostly) attacks.
These are the kinda videos i love best, thanks Arch!
They are quite powerful. Personally, I'd like to see them limited on a level of strategy mostly. With that I mean, potentially they'll be coming to the old world to do all of the fighting, etc. So, why not have just a great deal of distance between their home and the battleground and so make it difficult for them to reinforce quickly and make it more expensive for them to reinforce quickly. That way you have an army of really kick-ass units, but whenever you lose one you really, really feel it.
There is a strong possibility that they might add some people for the game as Damn of War did for 40k (like Scout Marines). For the High Elves we might get some kind of low value infantry unit of the people who failed to come up to, or possibly maintain, the exacting drill standards of their normal forces. This would be somewhat backed by the lore as incidents like the pirate raid on a virtually undefended settlement on Ulthuan do not make sense if all of their militia are truly awesome.
To offer a bit of discussion from a veteran High Elf player, I'll include my thoughts on how to implement the High Elves. Most importantly to my philosophy is that units need not fill the same roll as they do in table top, but they should be lore friendly. One thing though, on the table top single-model Elf things get killed by cannon type weapons first turn, while their units are killed 200-300pts per shot by mortar/breathe type weapons. The only reliably good units for the High Elves are Dragon Princes and Phoenix Guard. Effectiveness on the table top comes from having enough toughness or enough numbers to last past turn one. Also from having as many mages as possible... High Elves are not as ridiculous as Arch is making them seem.
Cores
Spears - One of the only, if not the only, pike phalanx unit in the game. While not a true pike, their weapon is still longer than the average spear. A pike unit, but one with reduced reach in respect to Rome 2. And the formation they described in the fluff sounds exactly like a phalanx. I don't know where Arch was getting all the jumping around and dodging bits. So I'm thinking they'd use their spears at all times, but only be crazy effective when in phalanx. Being a TW game, spears are the obvious counter to cavalry. Obvious garrison and conscription unit.
Archers - They're elf archers. They shoot arrows and are squishy in close combat. The other obvious garrison and conscription unit.
Silver Helms - A good, well balanced heavy cavalry unit. Maybe even medium cavalry. Easily recruited. Good for a early game general's bodyguard.
Lothern Seaguard - Marines. They are the standard crews for most naval ships, so they'd be able tag along in coastal battles or port raids and the like. A good garrison unit for port towns as well. Shorter range than archers and fewer in number than spears and archers would soften their effectiveness.
Specials
Shadow Warriors - Shadow Warriors are really exceptional in CC for skirmishers, but only about average in shooting. I'd love to see them as a counter-skirmisher unit first and a skirmisher unit second. Of course you'd have to figure out some way to make it easy for them to catch enemy skirmishers in CC. I vote a temporary stealth movement ability like the Kisho Ninja had in Shogun 2.
Phoenix Guard - Halberds make for a good anti-cav, anti-monster unit. Considerably more flexible than spears, not having to be in formation to be effective. Unbreakable and high ward saves would mean they are particularly resolute unit. Endurance is something the High Elf army has in very short supply. This is one of the only units I can see a hard cap on, and that's specifically for lore reasons.
White Lions - Bodyguards and monster killers. Chop up monsters with those great axes. An extra morale buff when acting as the general's bodyguards. Additionally they're less likely to get shot up with those lion cloaks. I think monster killers would make good bodyguards anyways, since most early character deaths would probably be at the hands of monsters looking for a quick general cap.
Swordmasters - High melee attack, high melee defense, good weapon damage, poor armor. Shoot these guys or die in close combat. Your choice. Sure they got that flippy sword deflects arrow thing, but that isn't very effective in tabletop anyways.
Dragon Princes - Elite Heavy Cav. Good choice for bodyguards. Surprisingly tough against fire attacks too.
Chariots - Both chariots can do chariot stuff for all I care.
Skycutter - I can totally see this as an anti-flyer skirmisher. They'd have the maneuverability to harass and kill flyers, but would struggle to put enough effective fire on infantry to really make a difference.
Ellyrion Reavers - Good light cavalry. Elf cavalry is faster than normal too. These guys are gonna be quick little suckers.
Rares
Phoenixes - I never liked these guys. Spawn of Storm of Magic and End Times IMO. Do with them what you will. I probably won't use them.
Sisters of Averlorn - Not even sure these should be implimented. A good candidate for a DLC unit though. They're supposed to be a bodyguard unit for the Everqueen, and she isn't supposed to leave her forest. However, they'd be a shooty unit. A pretty damn good one too. Anti-monster/magic shooty sounds cool.
Repeater Bolt Throwers/Eagle Claw Bolt Throwers - I liked the idea of pew-pew-pew-reload. I actually agreed with Arch on that one. But these bolt throwers have an alternate fire mode as well. Usually they'd fire a single large bolt, but they'd also have a scattershot for use against hordes or other lightly armored units. I think scattershot would additionally be exceptional against flyers as well. You'd definitely find these on the Elf ships as well. They are a favorite of the Seaguard.
Mounts (Elves have good relationships with a variety of magical creatures, so I'd prefer to see them gain access to flying/monstrous mounts faster than other races)
Great Eagles - I want my Great Eagles, dammit! Swooping attacks to disrupt infantry and cavalry would be their specialty in my eyes. They should also return as a rare unit. A good mount for mages or other characters as well. First mount unlock.
Griffons - A mount for fighting characters. Second mount unlock.
Dragons - Mean, green, fire-breathing machine. I'd love to see the dragon level up through the sun/moon/star levels as well. It's a dragon, and worthy of being a character in its own right. Third mount unlock.
mages on dragons shooting fireballs from a relatively safe position, give me oooh give me, recruiting time... and well, to balance it, number of dragons might be a resource just like recruiting elephants is only possible in other total war games in the areas they live. so bringing over / flying over a dragon from ulthuan would just be expensive and take time and drag on the number / growth of awake dragons.maybe gw knows how many dragons are available and then its just up to the player to not abuse it and if the player does so there is a risk of losing the dragon flock entirely, the player might awake them all and put them into battle removing the replenishing or severely reducing it and run out of dragons if they die in combat. this could be in desperate times and maybe pay off and also be expensive because the dragon is a low numbered part of the high elf host, so it works like a population count as a city would, struggling with no inhabitants.
I think the high Elves are a interesting case for a army, which will be quite different balance wise as in the TT.
But first a general point about Mounts or better say, monstrous mounts: I think the best way to limed those is to make it require a skill for the Characters to ride it.
A "fresh" imperial General should not have the ability to just grab a griffon (the same with Nobles and Dragons), since those creatures are not your friendly obedient little pony, but dangerous intelligence with a own will.
A empire General for example would come with the skill to ride horses (because that is what they learn way before). If he wnats now to use a Griffon he would have to upgrade the skill at least twice* (Pegasus, come before griffon's) and than have the building and money to buy it.
Now to the High elves more generally: two things which makes they strong in the TT, "always strike first" and the rank fight ability we will with almost certainly not see in the TW game.
This has some dire consequences for some of the high elves elite units. Example Swordmaster of Hoth: when in the TT they get attack from Empire Knight, the Swordmasters actually attack before the knights and can reduce them quite a bit.
In a TW however, I don't see that work at all (the animation would need to set in way more early). Now if you remember the effect a heavy calvary charge has on a two handed units of axes/swords, than you will remember that they will be quite devastated.
They could have a very high attack rate (a combination of I and A of the TT), but after losing 1/2 or 3/4 of the numbers and the fact that the knight can simply retreat (not easy in the TT), makes this quite pointless.
So the one High elves counter for knights wouldn't work.
On the other Hand, units which are not that good in TT would get a boost. The seamasters are not that great in the TT, which rewards specialization more than university (general speaking).
In TW how ever they would be quite a nightmare. A combination of them with a line of high elves archers (they have more range than the seamasters), would let all of the low armour horde armies (skaven, orces, to some extend even the empire), simply die in front of them.
But since this a special units of Lothrean, which is probably one of the sub-faction of them (this unit and specialization for navies, since they are technical "marines"), we may not see them for all elves factions.
I quite disagree how rare some of the units are suppose to be (Hoth Swordmasters) and wonder if not a effective means to balance the factions is the army limit. I know that this feature is not loved, but it may work wonders in TW WH.
A High elves player for example could have less armies as a orc player.. So you may have a absolute death stack of a high elves army, but only 5-8 at most while the Orcs could have 20-30 tacks at max. So the ability to kill orcs in absolute ridiculous numbers is just necessary, since besides smaller unit numbers, you will have less stacks.
*how many skill points one need to ride a griffon/dragon, could be of course way higher than 2, with steps between them, which only increase the stats for horse combat first, before getting the next level of mounts.
Special rule for phoenix, dies in combat normally, but will always ress after battle. If army is obliterated then it will either respawn with commander or will go back to capital city.
Fuuuk, just had a flashback tot he time I managed to rear-charge a unit of White Lions with a Carnosaur and a Stegadon ... I still somewhat cry, only the Oldblood on top of the Carnosaur survived untill round two. Granted, that was because he was in a challenge, but still ...
Thinking about it now, and looking at what high elf players are saying, my impressions of this vid as well as high elves is like this:
While he mentioned the "lance" metaphor early on, (powerful but will shatter if not used _expertly_) Arch kinda forgot to mention it again when it probably would have given a better impression of what a High Elves army would be like. A High Elf army that is well-built and played by a moderately experienced player who knows what they're doing can, at worst, give just about any other army a good fight, and at best, beat the everliving shit out of a great deal of the armies out there. But all that requires skill. A lot of High Elf units are damn good at what they do, perhaps even the best at their specific role. But they are either mediocre or useless outside of that role. High Elves aren't casual super-easy mode at all; you need to have a plan to succeed, and it better be damn good. But if you do have that plan, then things are probably going to go pretty well.
...Is that accurate?
So..... its a flying bolt thrower?
Damn, those swordmasters and spearmen are meatgrinders!!
Hey Arch, any chance we might have a different background song? It's a nice one you have, but after 20 videos or so, it gets a little....unnerving, let's put it that way, hehehe. I guess it's something you don't have to deal with copyrights, am I right?
Really great series of videos. I never paid any attention to Warhammer lore before, but as a Total War player I'm really looking forward to the game; The world seems rich as fuck and is fascinating to learn about, I think the asymmetric nature of the armies will work well the Total War format
53:15 When you think that had seen enough heresy, then a flying chariot pulled by a giant eagle come to teach you a lesson... These elves are high on drugs, and the poor eagle too.
I think a way of implementing the captain's reform rule would be if you get ambushed in classic TW style, you can negate the disadvantage of being in column form and have the ability to deploy your army. (Basically like in M2TW or RTW when the ambush fails, except with this guy all attempted ambushes fail.)
Illusive Man I think that this interpretation of the rule is a bit over the top. He is a relative low officers, which usually only buffs the unit he is in and not the entire army. Turing him into a auto defence against ambushes, would bit like giving the handgunners of the empire M16.
What perhaps better works, is a buff like "more amour against flank attacks". Of course only for the unit he joins.
Always Strikes First unit using Always Strikes Last weapons (Sword Masters and White Lions) means both ASF & ASL cancel, and the unit strikes in normal initiative order.
Hi arch,
Do you think they wiĺl implement the ability for characters to duel in total war warhammer, as i love this feature in both the tabletop and in mark of chaos.
The amount of undead that i have punished by killing their general 1 on 1 with my prince, and watching instability take its toll.
(Don't mention the times chaos lords have punished me)
Another great video btw
Mw_NoGodsNoHeroes they really really should because it would make such awesome moments when your hero elf clashes with a chaos champion!
Mw_NoGodsNoHeroes It was cool in MoC, but it took serious micromanagement and forces you to take your eye away from the battle. Honestly, that feature got annoying.
Oscar Huang but in Mark of Chaos it was not properly done in my opinion and it should be like that the surrounding forces maybe stop the fighting to see who wins?
There is a mod that adds a leader or commander to certain units. Can't remember what it was called though. Purely aesthetic.
I cannot wait to grind the High Elves to dust with Cland Angrund, or who knows, I might ally with the Wood Elves, assault the High Elves and take Lustria. What do you say?
Watching these now is great with what you thought would happen v how they actually made the units
The only downside (if you can even call it a downside) of a HE army is that you have no cannon fodder, no skaven slaves or goblins that get the honour of dying first (he he) being all good units they hopefully will cost a sensible amount especially in MP.
Personally i would think from a business point of view, races like Asrai, skaven and Bretonia may well appear as dlc's in the first part of the game as they are in the same map area as the Empire and co. Obviously a lot of the other factions will need new maps.
Davina Q
If there's a mercenary system in Warhammer(which I hope), you can probably, as the High Elf, hire more disposable mercs to do the dying for you :P
I remember in Call of Warhammer; a warhammer mod for Medieval 2; playing as the Dark Elves, I made a habit of hiring mercenaries; only to immediately throw them into the meatgrinder!
2 things you got wrong: 1) there are high elf competitive lists that don't use phoenix guard (the cavalry only tyrion list for one)
2) ASF does not work on Swordsmasters or White Lions. The model has ASF, the weapon they use has ASL, they cancel eachother out, letting the unit strike at initiative with two handed weapons.
19:13 why is he holding an octopus?
Balancing them with low unit pools would be a good way two do it.
like the unit pools from Med 2, where for the high elf they replenish extremely slowly, compared to other races. Making killing a unit, being devastating for the high elf player.
Silver Helms have basic Strength 3. So, unlike the human cavalry, are almost useless if they do not break the opponent unit on the turn it charges. The only saving grace on this unit outside of the charge, is they can be expensive fodder to a quality infantry unit that can hold an opponent unit for a couple turns due to the high armor save (that you have to pay extra points to achieve).
I really hope them to be like The elves of Third age mod, a really high stats unit, but few in number, even the weakest of the elven units are about mid-high tier of the rest of the factions.
As you mentioned about the empire's hellblaster volleygun, where the unit should be retrievable after the battle so should the Phoenix. This way it won't be as op.
still waiting for that magic video
These speculations are now almost funny to listen to now that High Elves are coming. We shall see how they play.
Balancing will be a problem, and the fear is that CA will just make the powerful units generic (or completely remove them), or they will be unstoppable.
Except balancing with economy and building chains and unit/army restriction, CA can also implement long recruitment time, which could make it virtually impossible to have full elite stacks. Another way could be a really long retraining time for elite stacks like the HE. Makes sense if they have the new system of automatic retraining,
I really hope they gear up the importance and depth of unit vetarancy/experience. The Phoenix could become a frost heart for example.
The flying ballistae could be balanced out with a cap, and/or the fact that it cannot actually land on the ground without supporting structures. Therefore you could make the argument that this was something you could only have stationed inside a town/camp with the supporting structure built and limited range (kinda like an airplane with airport). Which would take away their offensive OP'ness in case of HE attacking another city, but give them boons to their own city defense and harassment in surrounding areas
I got an ad for inner engineering on this video... I don’t know what to say... that’s just funny
I'd like to see high elf units a mix of females and males, too, Arch. Let's hope CA is watching your videos ;)
I hope we get to play as them one day.
Looking forward to it.
your in luck the expansion will most likeley be released this year :)
Sword Masters are used as guards for High Elf Wizards.
Watching these videos, I think you are trying to put to much of the Warhammer mechanics into total war. I expect Creative Assembly to make this a total war game set in a Warhammer universe. Things like 4+ Ward save, always strike first, extra rank act as certain abstractions in Warhammer that work on the tabletop. For the computer, different abstractions work better.
What they really ought to do is keep the units as incredibly powerful but make recruitment slow, expensive, and painful so that they are at a huge disadvantage in a grinding conflict in which players can inflict casualties on them. If you can manage to drag them into a real fight, you can win in the long run, but High Elves need to jealously guard against casualties.
I found, and so have other High Elf players, that with Lothern Sea Guard, that the lower range of bows vs. the normal High Elf longbow, along with the LSG's higher cost for the extra equipment (spear and shield), makes them undesirable, despite their battlefield versatility. If you are going to have 2 units of LSG, you can have 1 unit of spearmen and 1 unit of archers, better combat results on the battlefield, and points left over.
I want to see high elves and eldar negotiate.
You have excellent content and quite a lot of it. bravo
You may wanna checkout that thumbnail... Lol
Ballistic Skill 4 is nerfed by Strength 3 longbows. Strength and Toughness rule in WarHammer Fantasy.
Maybe they could give the spearmen a buffed expert charge defence to simulate the four ranks attack? It would not be perfect but it would work..:)
are you going to do a Kislev army?
if CA doesn't include the high elves in the beginning they might make an expansion for the elven island
Things i've learned from watching a few of Arch's videos:
(1) Everyone is a "Baaastard"
(2) It's impossible to describe a unit without a slew of unnecessary adverbs - honestly, saying something is "RIdiculously" powerful enough times, makes it lose any impact
(3) A unit can simultaneously be fantastic, and average
-I enjoy the effort put into these videos, but a little scripting and forethought goes a long way.
Cheers
part of the fun for me is getting a super op army :< i hope they don't limit unit types. would love to see a full army of sea guard vs a whole army of thunderers or something.
+Sky Sweeper Someone will make a mod to remove the limitations(if they are in the game) at some point I bet.
hum is it possible to attack in 4 (spear) and 3 (greatsword) if you take a formation who is a square but slightly turn on the edge so that each row attacks forward ore slightly to the side.....think of the formation \===\ ore something like that..... and the spear and sword therefor is not strait forward to a friend....and them thanks to the smaller number there is more room between each row fore the fakt that this tactic is trying to make up the numbers. Fore the rule in warhammer states 4 in a row not that the formation needs to be super tight ....right?
One way to reduce the brokenness of High Elves is to simply have them as mercenaries only. Only available every one in a while and always limited in numbers.
Orumon Uldor I don't know much about the high elves but I don't mercenary work is something they are interested in. besides they all must serve at some point in the army, leaving little time for fighting for coin.
Phoenix Guard ? Who care ! I play Dwarf ! Not gonna they gonna save all of my fucking canon bullets ! *Demoniac Laugh*
+Gilga-Kun No seriously, I'm think I'm pretty lucky with my dwarf when I fight against the HE, my RAIN OF STEEEEEEEEL alway kill half of their army before they do serious damage to my army and then, well you know I just dual this hero and lord with my character build for that with awesome rune and then they die and I'm like "MUHAHAHA that's for the war of beard !".
But I'm not so lucky with this fucking Chaos, for some reason.
The Paper Tigers of WarHammer Fantasy.
About the high elf spears. They could stand VERY close together and have like a single unit animated for two spearmen? Always together no matter what. It´s tricky. But I think it will all be stat based. With very few special rules I think. Just not very practical with things like first strike.
Easy way to kill dragons in WarHammer game. Two cannons fire on 1st round. Cannons fire on next problem on 2nd round.
While the flying bolt throwwe is one of the most insanely awesome things I have ever laid eyes upon it simply wouldn't work. Lets say the "chariot" actually does stay afloat, it would only do so if the eagle pulls it at considerable speed. That means no aiming, since when the eagle stops the "chariot" would simply fall so even the high elves with their usually insane ballistic skill wouldn't be able to hit anything but the largest of ork waaaghs. And this thing would be even more vulnerable to flying melee units than dwarven gyrocopters. While a giant eagle would usually be a formidable opponent in the air a single harpy or even bat could force it to halt and therefore make the "chariot" fall and crash.
"muh 80 IQ take on a five year old issue forcing logic and gravity into a fictional fantasy setting" - you
Glad that they left the flying bolt thrower out of TW2
Any save, like the Sword Master's save against missiles (not artillery), armor and ward, of 6+ is almost statistically useless.
I used to play War Hammer Fantasy years ago, but I never played the last version of the game. So did the Elf Elite unit such as the Sword Masters of Hoeth fight in 3 ranks AND still get their two attacks each!?! If they did that sounds as broken as hell to me!
You forgot the Giant Eagles.
You think this may be partially why they cut out fighting animations? So units like the spearmen could actuality fight in four ranks? (and laziness obviously but decent excuse)
Cant wait to hear about how broken scaven are
should do this for units from warhammer 40k
Hello Arch :) I'm one of your new subscribers and Im happy to be! I was thinking about naval combat and I recall you mentioning that its easier to just have auto resolve. but I would really like to see some boarding action and some boltthrowers and other artillery placed on ship decks of different ship types from all all factions that have ships. any thoughts on how it could be done if you had to come up with an idea? :) ty, hæhæhæ.... also I think you forgot something for the lovely op phoenix guard, Im sure they have magic resistance, maybe you said it but Im not certain now. I as a high elf player cant wait, but I really hope that the expansions will include all factions of warhammer and expand to all of the warhammer world just to have a very big game that almost can not end really, with new events, relic quests and so on. I would also enjoy a complex economy system with different trading practices depending on who and where, such as coin, metal, barter, favors /word of honour, land, magical knowledge and all sorts of things being accepted as trade able objects and count based on negotiation in diplomacy options. so dwarfs might value to an extreme some rare metal some elf found on the beach and might even consider trading a certain crown for it because dwarfs are obsessed with this metal or something:-) and the gold coin / physical based economy should have some sort of roof comparable to what is already mined and what is being mined per year. A no go to have an insane amount of resources unless you can produce it, have it hidden or can store it somehow. this also requires a way to move it if you are about to lose the city with the treasury holding x% of gold coins, you should lose what you cant move, this brings in a mechanic of caravans that can be raided as well... that or magical transportation with portals and such if that exists.
oh and, good luck with the vampire counts LP ;)
So what I'm getting out of this is that the correct answer to a High Elf army is an exceptionally heavy core of Dwarf infantry with quite liberal Thunderer support-- with ample artillery of course.
Sound about right?
And here I am, distinctly recalling that time, once in the distant past, when Chaos was considered the most OP army and Brethonnia came a close second.
Seems to me GW raped the lore as well as the balance of my glorious army - it's only going to be so and so fun to play the faction that is considered OP - it tends to attract the tools who just want the monthly flavor and little more.
This faction seems completely OP! Maybe CA could balance High elves in Total War: Warhammer by giving them a unit reconstitution malus. So, you have dangerous soldiers, but you have to take care of them, as you can't loose too many of them.
Maxsilv They might also make it so that you need a certain number of basic spearmen/bowmen units in order to have fancy special units?
He's exaggerating a fair bit, seems to have a little butthurt regarding them
There is some exaggerating, but not a huge amount. In reality, they are an extremely hard army to play with. Most things kill them easily and you have to pick and offensive/defensive army or everything crumbles. But they are one of the most rewarding army's to play with, if you can build them right.
36:21
Zwivhanders
Where is a good place to buy painted dragons like that blue one in the video ?
ASF just cancles ASL. So they attack in initiative order. Which probably makes them still attack first, but ASF does not trump ASL. ^^
High Elves sound like some little kid at GW got to design a faction. "They're just good at everything!!!!"
Very fun to kill these Mary Sues in TW
Lel, all teir armours do look pretty much the same but they are lite, medium or heavy
... Phoenix Guard 80 models, while ironbreakers only 60, ok if the Guard is limited in units this might be ok, but...
Lore Master never achieves more than level 2 spell casting. Biggest reason not to use him.
HE greatswords do not get Always strike first, their ASF is nullified by their greatswords Always strike last. 8-th edition rules.
I cant wait to let my dwarfs iron breakers fight against the phoenix guard, it will be epic! dwarfs ftw by the way ;)
Tobias Taubitz That would be quite the show-down, unless ofc CA fuck it up :D
Nice video, even thought the high elves are still pansies.
It's no longer Friday, where's my video Arch?
Are dragons most powerfull creatures? Is Star dragon most powerfull thing (besides gods) in warhammer universe?
Are star dragons more powerfull than chaos dragons? Which is the most powerfull special character (like Karl Franz ) in warhammer?
dragon should be just in campagin
dear gosh the elves are op!!!!!!!! I love it!!!!!!
they shooty but not as shooty as woody
Where is the second I in Ballista?
Didn't he forget the griffon as a mount?
+Vestjyden the great eagles too
teclis is not the brother of the pheonix king but the twin brother of tyrion :)
+robert istrate That's what he said.
5:50
7:25
Regarding the Frostheart Phoenix, does it really matter if it reduces a units strength from 2 to 1 as you mentioned? If you roll 6's to wound, it doesn't really matter how low the strength is, right?
André Font In Tabeltop you always wound on 6, so Str 2 or 1 VS T 5/6 Pheonix would not matter.
wait, backup… theses guys have griffins!? as in plural? I have a question regarding lore and the empire, does the empire have other griffins besides deathclaw? because for the life of me I haven't found any other one besides him in the internet and I'm too broke right now to get the books.
Wizards ride griffons to battle sometimes in the empire.