Hey guys, apologies a bit of an error in this video (kindly pointed out by @kylepassey7813) The Thane's Ironbeard trait - gives the flammable contact effect to only himself - NOT to regular irondrakes as stated @ 17:06 Dragon slayers (the hero slayers) do not buff slayers, only the daemon slayers (slayer lords) do. Apologies!
I used to watch a channel dedicated to dwarf gameplay in MP. Was fascinating, learning how miners are basically cheap anti-heavy cav etc. Really interesting fighting guidelines how to use the actually difficult to utilise units. Sadly he retired a couple years back. Was still extremely informative on how to use dwarven units, what they're effective etc. He did a ton of unit vs unit testing
Just gonna tell you right now? Deeps are *extremely* OP. You can very easily double or triple the wealth productivity of a province with a single final tier deeps building. That being said, it's a bit of a steep price early game. And I don't just mean the gold. There are some tactical uses for a deeps even early on. Seal the hold and To the Last Dawi are Fantastic for hotly contested holdings (Do Not build them everywhere.). Counting room can help you tier up just a bit faster. But you're right in that the best time to *really* invest in the Deeps is mid to late game. In fact, just start putting them everywhere- they help you further specialize your provinces and increase your wealth multiplicitavely. A *very* worthwhile investment.
two things i'd like to add. firstly, don't underestimate the power of the grudge settler catapults. those things SHRED for how far they can reach and the fact they are a relatively easy unit to get. second, while i agree the deeps are definitely something you should invest in mid to late game, one settlement where i do reccomend you build deeps into is the worlds edge archway, and turn it into a bastion. that pathway is the only way anything east of you is gonna be able to approach you, meaning if you are not ready to deal with tretch, azog, grimgor or whoever else survives that thunderdome, you have a very easily defendible position. put a small range heavy army (since the garrison will mostly be melee units) and your eastern and northern borders are safe until the mid to late game, letting you focus on clearing out wurzag and queek, who in my experience are always the larger threat, even before the addition of the deeps
The grudge settler probably good in defensive situation. If you bring them on the field, it tough getting result from em. Either they got out range by enemy arti, or they easily got flanked and destroyed. Same problem with flame arty
@@quanguctranngo7871 need to know how to position and use terrain to your advantage. If you're attacking you have the advantage and can force the AI to move using your own artillery. If you're worried about enemy arty you can try using a single entity to get targeted and dodge until they're out of ammo, use trees/objects or try and keep some sort of gyrocopter unit in the army to snipe them.
Congrats on the wedding mate! I'm getting hitched in November, so I know the pressure you're under! Best of luck, take it one task at a time, and remember that no matter how any particular detail comes out, it's a celebration, not an interview.
Extra tip for bombers: it's difficult to get gyros in good bombing position. This is made much easier by holding left Alt for locked formation movement. This allows you to hover your gyros directly above the enemy and can drop multiple bombs without moving.
On your point with defensive sieges, I build walls absolutely everywhere when playing as Thorgrim. Without those any random skaven or orc stack can just underway right past your front line and into those juicy economical territories. Once I've pushed out far enough the walls in the centre can come down but early to mid game, build walls in every settlement!
@29:17 regarding Warp Lightning: Bring a Runesmith to the army, preferably with Thungni trait. Learn the spell resistance skill. Your entire army now has VERY high spell resistance (possibly 90% if you bring two runesmiths!), warp lightning is now too puny to worry about. There's also the Gatekeeper's Helm for even more spell resist as an aura. It's a good precaution to take when you know you're going to be fighting caster factions.
@@PainRackideally 2 so you can chain buffs or cast both the regular and master versions on the same target (these stack). If you have 3 in the army and time perfectly you can chain 1 spell's effect to be constant but that makes your army much smaller.
I want to add that having 2 runesmiths is even more helpful than just for spell resistance. 1 can invest in the army ability to add 10% damage, and the other can add 10 armor. They both will give the enemy minus spell and range resistance. In all my armies that aren't led by Legendary Lords, I take a Runelord, too. An extra army wide 10 armor 15 spell and 5 physical resistance with the anvil of doom and runes of Grungni. You also get to triple up on the -enemy resistances.
A quality video and good takes as usual. However, your fight against Skarsnik has the potential to be much easier. Here's a reason we suck to consider: You don't set a trap for Skarsnik. The turn that you take Mount Squighorn, recruit a second lord alongside Thorgrim, and use the recruitment commandment before the end turn. As you noted, Skarsnik will vacate the High Place over the end turn. Next turn, instead of attacking it, and inviting a difficult fight on his terms, we'll take advantage of Skarsnik's greed. Move your second lord to the border with the Crooked Moon. Put Thorgrim in Ambush stance and move him up next to your bait army. Recruit miners with blasting charges to sweeten the bait, and declare war on Skarsnik. End your turn. If Thorgrim is undetected (which he should have a very high chance of pulling off) Skarsnik will force march his army all the way to the border with you, usually outside of reinforcement range of The High Place. Because he only sees a single lord, he won't bring his secondary force with him. Move your bait army's units into Thorgrim's army, and then engage with your main force. He'll be caught in forced march and his army will be debuffed as a result. It's still a tough fight, but I find it much easier overall. Plus, you'll have an extra turn of recruitment to even the odds. Once you crush his army, have Thorgrim take the High Place, and keep your second Lord in the Silver Road to recruit while taking advantage of the commandment and barracks you have there. You'll be able to move forward with a much larger force than the alternative, and the Crooked Moon will be no match for the Dawi. Skarsnik is cunning for his kind, but he's still a stupid gobbo, and a greedy one to boot. Take advantage and crushing the Crooked Moon will be much easier for it.
@@raimebow8973 because of Skarsniks ambush buffs, I never actually tried ambushing him like this. I would often hire a second lord just as a logistics train to deliver more miners with blasting charges to Thorgrims army during the initial blitz. As I often use bait lords, (I'm a master-baiter, if you will.) you have given me a lot to think about, and I thank you for it.
A note on how to use Dawi Infantry. As you mentioned in the section on sieges, damage in dwarf armies doesn't come from their melee troops, but from the fire support of ranged troops and artillery. What dawi infantry exists to do is to tar pit the enemy to give the missile troops time to fire. Because of this, it is inadvisable to deploy your infantry in line formation, because it is much better to deploy in square formation, or as I like to call it, phalanx order. When deployed in phalanx order, you reduce the line of contact with enemy troops, meaning that fewer of your stout dwarf warriors are available to be hit, which means in turn that your infantry can hold for significantly longer. The trick is to deploy your melee troops forward enough that the AI doesn't try to run through any gaps in your melee line to engage the ranged troops. I find that deploying the melee troops at 50% of your quarrelers range is sufficient, depending of course on how map geography works out etc. Another nice little side effect if using phalanx order is that it creates gaps in the melee line through which thunderers, organ guns, and irondrake flamethrowers can fire into the flanks of enemy infantry units.
another astute comment as always m'am. You're quite right, I often prefer the dwarf box, as opposed to thin and wide. They move much faster to reform to other sides (really handy for ranged troops) and the reasons you mention above. Painfully, Skaven warp lightning will do massive damage to this formation however, so I found a thin and wide formation better against ruins casters.
@BlakesTakes420 ah, yes that fair. My solution to Ruin casters is to simply not field infantry against them at all. A gyrocopter fleet with engineer support is, in my experience, far more effective at dealing with the rats than any ground based force. 16 gyros, 3 engineers, and a lord. Then hide the heroes in a treeline and let the copters do their thing. It makes things significantly easier as the threats are reduced to rating guns and jezzail teams which can be microed around
This is the most precise, detailed, informative and well presented guide I've seen in a LONG time! You explain your points well, the production quality is top-notch and it's also funny! I've found myself do a very similar strategy against Skarsnik that you explain, except I also recruit lords beside Thorgrim so I can level other characters early on. It just shows how good this game is strategically, you can apply multiple things and it can still lead to a good outcome :)
38:20 No, you are not, actually. It is quite counter intuitive, but you want to sit back and wait for your enemies to amass grudges for you to clear. That is much more efficient than slayerrushing everything. At least in my experience. You are satisfying Dammaz Kron, not the Dumbass Khorne.
Man, these style of guides are super entertaining and informative. I hope you keep going with them. Also, would you update some of your older guides with recent updates?
The deeps are insanely strong, you can get a 3% army upkeep reduction faction wide for every deep! I would recommended building only 1 or 2 in the first 20-30 turns, but after that as many as you can. With this you can get full stacks of thunderbarges for only a couple thousand each.
Thank you for an amazing video. I just finished my first successful VH Chad von Carstein campaign, and dwarfs seem like a fun change from having no good armored or any ranged units & artillery. Never really played dwars before so this video helps deal with the overwhelming feeling.
Just as another point in the really early game you should recruit a rune lord to follow thorgrim around, it gives you magic while you wait for a runesmith and lets you level up another lord faster
I dont suck with Dwarfs, i am one of this 5,3% of Longbeards(on Steam) that made it to the End of the Campaign. I refuse let someone say something to us 5,3%!
Only real dawi know how to win. Those bearings try to run our empire would make the ancestors weep with tears of shame. Only the slayers oath remains for them
Personal add-ons from the last time I took Thorgrim out for a short walk. One's general dwarven and one's Thorgrim specific: A: NEVER EVER DELAY AN AGE OF RECKONING Say, hypothetically, you had just been on a big ol' tussle confederating your dwarven neighbors and retaking the realms and all that. You took some heavy losses and attrition, so you consider delaying the age of reckoning, as you'll be building up and recovering for a little bit. DO NOT DO THIS. A lot can surprisingly happen in 15 turns, like, say, hypothetically, 4 turns later Tamarkhan frolicked down and you began a campaign of him finding out to the point you're on the chaos waste side of the Great Bastion. If you delay those 15 turns for another Age of Reckoning, NONE of this will count even in the oncoming Age, and on top of that you've just made the next one that much harder on yourself. Do not deny the Great Book of Grudges a chance to feed, it's much better to have a crappy Age of Reckoning than none at all. B: Take advantage of being High King and confederate the fellow Dawi While one of the uses for Settled Grudges is confederating other dwarven Legendary Lords, the price to do so will likely remain astranomical due to it being measured off how many grudges they've handled as well. While it's likely for the AI to get smaller and more technical factions (like Malakai Makaisson) or factions with very deadly neighbors (Thorek Ironbrow has to handle both Queek Headtaker and Skarbrand in close proximity) murdered and thus keep the price somewhat low on the Settled Grudges side, you then also got factions that will stick around a lot longer. As the High King of the Dwarves, you got great relation with most Order factions, and also got some bonus for Dwarves especially. Prime targets to wine and dine as far as legendary lords will be Ungrim Ironfist, who holds a lot of the required territory for the Retake the Realms grudge, and Belegar Ironhammer, who usually has a decent pile of western holdings well secured and could be a good springboard to start taking it to the tree elgi. Sadly, the only LLord not really worth getting, via diplomacy or force confederating, is Grombrindal, as he's in the arse-end of nowhere, though could be an option to Settled Grudge if he gets taken out.
There are three things i would like to add: 1. Confederate Belegar Ironhammer early. He has an ability which reduces the build cost of all Keeps by 30% this will save you a lot of money and he is also a very solid Lord. He neighbours the Empire and border princes and they are pretty chill. 2. Ally the Empire they can make up for some deficiencies in your unit roster. Empire Pikemen and Cavalry compliment your roster very well. 3. If you miss the old dwarf playstile then you can build a special building in the deeps only buildable at Karak Eight Peaks, Skavenblight and Zharr Naggrund that stops the Grudge mechanic but increases the upkeep for Grudgesettler units by 10%, you also get no new ones.
@@janmantsch6675 Not if they charge at them or flank them at the sides before they have a chance to fire. Gyrocopters can move all over the battle field and the grudge settler ones can kill big monsters or there lords/spellcasters before they get to close to the army to do any damage
@brandonlyon730 I am not denying that they are good units, great ones, even, I'm just saying that they are not the only way to deal with large targets. Irondrakes are just my preferred method.
@@Donnerbalken28 in single player I have to say I'm not crazy about thunderbarges. Don't get me wrong , they're good, but they don't heal to full like gyrobombers after a battle so I often skip the thunderbarges. They're good, but a bit annoying to keep healthy.
About Oathgold, the econ building that also provides oathgold is so much better than the tinkerer, since the difference in gold is little and oathgold can make a big difference in lord&hero utility. Plus the followers for 10% research speed and campaign movement. It's so easy to get 100 oathgold per turn by turn 10 that you rarely have to decide if you want to spend it on tech or gear - you can do both! Also you can craft items and melt them for even more gold, easily making up the difference to the tinker's chain if you want a boost in your bank account.
A really quite important thing in defensive battles is actually putting a dwarven lord in there. Just a normal one, no runelord, no slayer. A simple dwarven lord can usually break a siege. They are strong enough in single combat to best most non-legendary lords (and with infantry support most legendary ones, too) and, if you happen to have to deal with rebels, can defeat a small rebel stack of 6 units pretty much by themselves with the appropriate items (be sure to take them only for that battle)
Congraturation Blakes! Truth is that skaven dont get much grudges compared to other races. Playing 30 turns with the white dwarves and never had a problem reaching much more than 100% without doing quest battles, while with thorgrim you have low level enemies you have to destroy and high value enemy maybe too far away or that are not a threat to you.
@@AndreaFasani thank you ! Later in the game when you've been mauling your neighbours you can accidentally run out of enemies. Quest hopping can help in that scenario.
Congrats on the marriage!! Good video as always sir. Personally I have mixed feelings on the new grudge system, I like the design of it much better than the old but it does kind of pigeon hole into a very aggressive play style. You can delay it but you're only delaying the inevitable grudging with more added on top. Maybe I need to play with the Dwarfs as I've only played one campaign since their rework and have not had the pleasure of interacting with the Deeps mechanic as of yet.
Thank you as always friend, nice to see you again. Agree with the aggressive playstyle pigeon hole. I haven't played with the deeps enough too to come to a judgement on it.
I got WH3 a few months ago finally and the dwarves have been the essiest time iv had in any total war campaign. I actually just got the achievement for winning the dwarf campaign yesterday.
Runelords are quite good for an army that goes more all in on ranged damage (big artillery, thunderers, irondrakes) for one huge reason. They have the ability to give vulnerability to ranged damage. Yes, regular Runesmiths have that too, but getting it for the Lord allows you to fit an extra missile unit in. Vulnerability is also multiplicative with extra ranged damage from engineers. A Runelord, 1-2 Runesmiths, 1-2 Master Engineers, and your army has enough oomph to their guns to lay anything flat before it can close to melee range.
another thing ive found with against Skarsnik is that you can recruit a lord and right on the border of Skarsniks province while still in your territory, you can set up an ambush and have the lord by itself being the bait, for whatever reason, this usually works for me even with a 50 percent ambush chance
I’ve played WH3 for nearly 1000 hours, I didn’t know there was a way to target the ground. I’ve had the thought multiple times where I wish I could target specific locations instead of snapping to a unit, but then I never stopped to look if that was actually a feature.
Early on vs Skaven it's a good idea to just leave your Hammerers at the very back of your formation, near your artillery and archer units instead of putting them into the front. This way they reach a menace below breach faster and repel them before they interrupt your artillery.
A good time to invest in the deeps is after you have mostly developed a settlement with a gold or equivalent money printing building. The Guild Foundry will cost 16,000(the deeps then building and upgrading to level 2), but after you have it, it will add 5% times the turn counter of income to all your building in that settlement. That means that every turn, 5% is being added to amount of income every one of the buildings. I had a game where Mt Gunbad by itself was making me over 10,000 gold per turn. With that amount of wealth, you can start giving all of your settlements the deeps in your money provinces. The drawback is, that 5% gets taken away for every new region added to your empire. So greatest rates is either late game with high turn counter or small empire.
enjoy your honeymoon and congrats on the marriage! good video, pretty much agree on most points except the slayer bit. depending on which faction you're fighting, daemon slayers can be invaluable once you turn them into beatsticks
It's true. But I just find a dwarf lord much easier. They're not reliant on equipment like the slayer lord for tankiness. All the lords are strong, but I just gravitate to the simpler ones.
Demon Slayer's good point is that he comes with siege attacker. That makes them a decent tag-along lord to launch sieges for you when you don't want your actual army that otherwise has a lot of movement be stuck in a settlement instead of going and fighting more in that turn. This is especially hangy for Malakai's main army, which can quickly plot out a demon slayer when it is convenient and dismiss the guy when he's not needed.
The Great Taker has returned to take away our awful skill Just got to the end of the video and i have to congratulate you on your marriage, i wish you both the best!
It was a HUGE shock to go from TWWH 2 to the recent patches on 3 and go from gyrocoptors and bombers being terrible and going to one of the best unites in the game. The coptors especially when everyone is fighting with tier 2 units are AMAZING, since they do tons of damage, have some bombs to mess up formations, and have enough armor to be pretty much immune to arrows (but not gunpowder...)
I like how the first three and the last one are all about Dwarf weaponry. Goes to show how much of an impact flame and sulfur have on battles. Just as the Ancestor Gods intended.
7:09 one thing I've noticed is that for some reason, blasting charges don't seem to do as much friendly fire as I would expect. I think this is for a couple of reasons, the charges don't have any AP, and dwarves have heavy armor; The miners have pretty good arms, and dwarves are...small targets :P so most of the time the charges get lobbed over the heads of friendly units, of course in this battle that big hill helps, but yeah, the more armor (and shields!) a friendly unit has, the more likely it is to survive a light dusting of blasting charges from over-eager miners.
I just finished belegar campagn on VH/VH and you release this making me want to try thorgrim but im too fatigued by playing dwarves Edit: Finished the video, congrats on getting married!
I recommend getting the grudge settler troll hammer Gyrocopters as soon as you can in any front line army, those things can vaporize large monsters and many lords and spellcasters like nothing. I managed to kill the likes of Skarbarnd in just a couple of volley’s with them.
Daemon Slayers are actually the most efficient mid-late game solution for Dwarfs. Especially if you are able to get the Grail Knight Shrine minor cult. You can also generate plenty of Daemon Slayer saved characters with it. You can also use other campaigns to farm useful traits for those Daemon Slayers, but I digress. Anyway, once you take items into account, Daemon Slayers tend to be better than other dwarven lord choices, to the point of not needing the rest of the army. Why and how? With the Grail Knight Shrine, Daemon Slayer can easily reach 90+ ward save due to his passive and ~100 armour. With Rune of Spite, that's enough to win against anything AI will throw at you with a one-dawi doomstack.
This is just a mild pet peeve. Once you say daemon slayers the first time you can compare them to others just like that by saying them it becomes implied you would be talking about the daemon slayers from then on. You don't gotta keep saying daemon slayers 8 times in 2 paragraphs lol
Wh3 made 2 units I never used before so much better. The hammerers and the gyrobombers. Both punch way above their tier. I still prefer ironbreakers but hammerer lines are fun agaisnt low missle enemies.
The thrungi trait runesmith will increase magic resist 20% for the army. (10 from trait, 10 from skill point) Get evey conventional engineer you can. Thanes if lvled, with ironwarden tankard, dragonslayer ward talisman, ironwarden hammer, dragonslayer 15% phys can take on lords. That's a great craftable gear set Eventually start dumping oathgold into greens and merge them looking for armor of destiny, obsidian blades, talisman of preservation. (You will never replace ironwarden tankard) Put a dragonslayer talisman on an engineer in your army to give the whole army -33% vigor loss.
You can make any province free to build by stacking 6 or 7 heros with a -15% building cost trait. I never bother really the new deep buildings that reduce upkeep 3% together and increase all building income 5% makes it so your armies are cheap or free. Lord, thane, rune, engineer 7 ironbreakers, 1 flamethrower, 4 rangers (or projectiles of choice) 2 gyrobombers 2 seige is typically a 5-6k upkeep. Or free if you stack those deep buildings.
I like to counter menace below with call the miners. clanrats tend to melt when faced with irondrakes, so I always make artillery boxes that are just so flaming the enemy won’t contact.
Hey guys, apologies a bit of an error in this video (kindly pointed out by @kylepassey7813)
The Thane's Ironbeard trait - gives the flammable contact effect to only himself - NOT to regular irondrakes as stated @ 17:06
Dragon slayers (the hero slayers) do not buff slayers, only the daemon slayers (slayer lords) do.
Apologies!
The messiah lives!!!!!!
I used to watch a channel dedicated to dwarf gameplay in MP. Was fascinating, learning how miners are basically cheap anti-heavy cav etc. Really interesting fighting guidelines how to use the actually difficult to utilise units. Sadly he retired a couple years back. Was still extremely informative on how to use dwarven units, what they're effective etc. He did a ton of unit vs unit testing
@@BlakesTakes420 also forgot congrats on you getting married!
Just gonna tell you right now?
Deeps are *extremely* OP. You can very easily double or triple the wealth productivity of a province with a single final tier deeps building. That being said, it's a bit of a steep price early game. And I don't just mean the gold.
There are some tactical uses for a deeps even early on. Seal the hold and To the Last Dawi are Fantastic for hotly contested holdings (Do Not build them everywhere.). Counting room can help you tier up just a bit faster.
But you're right in that the best time to *really* invest in the Deeps is mid to late game. In fact, just start putting them everywhere- they help you further specialize your provinces and increase your wealth multiplicitavely. A *very* worthwhile investment.
Blakes Takes can you do Nakai ^_^
I do not suck. I am extremely proficient in helping slayers fulfill their oaths
Grimnir thanks you brother
You're doing Grimir's work by SHORTening their lives
@@leonardogomez8812NO ALLIANCE
@@leonardogomez8812 That goes into the book. You beardless little elgi.
@@leonardogomez8812 SHORT!?
I see you also like to thematically rename the Black Crag as Karak Drazh. A dwarf after my own heart.
A man of culture I see.
Karak Eight Peaks also always gets renamed to The City of Pillars in my playthroughs. Sometimes things just shake out differently
two things i'd like to add.
firstly, don't underestimate the power of the grudge settler catapults. those things SHRED for how far they can reach and the fact they are a relatively easy unit to get.
second, while i agree the deeps are definitely something you should invest in mid to late game, one settlement where i do reccomend you build deeps into is the worlds edge archway, and turn it into a bastion. that pathway is the only way anything east of you is gonna be able to approach you, meaning if you are not ready to deal with tretch, azog, grimgor or whoever else survives that thunderdome, you have a very easily defendible position. put a small range heavy army (since the garrison will mostly be melee units) and your eastern and northern borders are safe until the mid to late game, letting you focus on clearing out wurzag and queek, who in my experience are always the larger threat, even before the addition of the deeps
Good additions. The deeps are useful for the silver Pinnacle legendary grudge siege defense.
@BlakesTakes420 true I forgot about the pinnacle cause I prefer thorgrim's start to ungrim's. Good video BTW as always
The grudge settler cats are wild for anti infantry shit, especially if you can make a funnel.
The grudge settler probably good in defensive situation. If you bring them on the field, it tough getting result from em. Either they got out range by enemy arti, or they easily got flanked and destroyed. Same problem with flame arty
@@quanguctranngo7871 need to know how to position and use terrain to your advantage. If you're attacking you have the advantage and can force the AI to move using your own artillery. If you're worried about enemy arty you can try using a single entity to get targeted and dodge until they're out of ammo, use trees/objects or try and keep some sort of gyrocopter unit in the army to snipe them.
BABE WAKE UP ANOTHER VIDEO WHERE BLAKE TELLS ME IM BAD JUST DROPPED
I got you babe xx
Are you crusin´ for a grudgin´?
My beautiful Dwarves. You have been done justice this day.
@@Numtalegau 🥹
TRUDGING for a grudging*
"Dwarves" ? That's going in the Book !
It's "Dwarfs" or "Dawi".
@@Ron_Jambo_
Both are correct.
Dwarfs is more commonly used but Dwarves is also correct.
@@Numtalegau Not in the Warhammer setting , sorry.
Congrats on the wedding! The dwarf bride gives a nice buff.
hahaha, thank you sir.
I almost missed the shtick when you said "well" and showed an actual well. Those little bits are my fav. Well done.
thank you sir.
New Blakes Takes video, praise be to the High King!
4:20 praise him.
Blaize him
Congrats on the wedding mate! I'm getting hitched in November, so I know the pressure you're under! Best of luck, take it one task at a time, and remember that no matter how any particular detail comes out, it's a celebration, not an interview.
@@nathanstruble2177 I needed this. Thank you sir 🙏
I am a fan of Jake's vast usage of a refined vocabulary and the following tags explaining the words he had just used
Verily my vichyssoise of verbiage veers most verbose.
The ‘well’ joke is so simple but it gets me every time
@@marvelouschester4104 happy to be of service.
Extra tip for bombers: it's difficult to get gyros in good bombing position. This is made much easier by holding left Alt for locked formation movement. This allows you to hover your gyros directly above the enemy and can drop multiple bombs without moving.
ooooooooooooooooooooooooh you're right!
NO I DONT THATS A GRUDGIN!!!!!!!!!
That's going straight... IN THE FUCKING BOOK!!!
@@Peroxide-Mark *book*
@@BlakesTakes420 THATS A GRUDGIN
These are so excellent and comprehensive! Congratulations on the wedding, hope you come back to the amount of subs you deserve (more)
@@alastairgray6261 thank you so much my friend! Appreciate your lovely comment!
On your point with defensive sieges, I build walls absolutely everywhere when playing as Thorgrim. Without those any random skaven or orc stack can just underway right past your front line and into those juicy economical territories. Once I've pushed out far enough the walls in the centre can come down but early to mid game, build walls in every settlement!
@@kassthered8452 walls are a necessity if you want to hold the province.
@29:17 regarding Warp Lightning: Bring a Runesmith to the army, preferably with Thungni trait. Learn the spell resistance skill. Your entire army now has VERY high spell resistance (possibly 90% if you bring two runesmiths!), warp lightning is now too puny to worry about. There's also the Gatekeeper's Helm for even more spell resist as an aura. It's a good precaution to take when you know you're going to be fighting caster factions.
All armies need a Runesmith just for anti magic. Period.
Nice advice
Agree. On all of these. Runesmith is a very strong hero
@@PainRackideally 2 so you can chain buffs or cast both the regular and master versions on the same target (these stack). If you have 3 in the army and time perfectly you can chain 1 spell's effect to be constant but that makes your army much smaller.
I want to add that having 2 runesmiths is even more helpful than just for spell resistance. 1 can invest in the army ability to add 10% damage, and the other can add 10 armor. They both will give the enemy minus spell and range resistance. In all my armies that aren't led by Legendary Lords, I take a Runelord, too. An extra army wide 10 armor 15 spell and 5 physical resistance with the anvil of doom and runes of Grungni. You also get to triple up on the -enemy resistances.
Solid pun in the first 20 seconds.. glory is surely yours
Oh my
God these are so high quality, your delivery is immaculate as always. radio wouldnt be on the decline if it was you doing it
@@whywatt733 you're very kind for saying so my friend. 🥹
A quality video and good takes as usual. However, your fight against Skarsnik has the potential to be much easier. Here's a reason we suck to consider:
You don't set a trap for Skarsnik.
The turn that you take Mount Squighorn, recruit a second lord alongside Thorgrim, and use the recruitment commandment before the end turn. As you noted, Skarsnik will vacate the High Place over the end turn.
Next turn, instead of attacking it, and inviting a difficult fight on his terms, we'll take advantage of Skarsnik's greed. Move your second lord to the border with the Crooked Moon. Put Thorgrim in Ambush stance and move him up next to your bait army. Recruit miners with blasting charges to sweeten the bait, and declare war on Skarsnik. End your turn.
If Thorgrim is undetected (which he should have a very high chance of pulling off) Skarsnik will force march his army all the way to the border with you, usually outside of reinforcement range of The High Place. Because he only sees a single lord, he won't bring his secondary force with him. Move your bait army's units into Thorgrim's army, and then engage with your main force. He'll be caught in forced march and his army will be debuffed as a result. It's still a tough fight, but I find it much easier overall. Plus, you'll have an extra turn of recruitment to even the odds.
Once you crush his army, have Thorgrim take the High Place, and keep your second Lord in the Silver Road to recruit while taking advantage of the commandment and barracks you have there. You'll be able to move forward with a much larger force than the alternative, and the Crooked Moon will be no match for the Dawi.
Skarsnik is cunning for his kind, but he's still a stupid gobbo, and a greedy one to boot. Take advantage and crushing the Crooked Moon will be much easier for it.
@@raimebow8973 because of Skarsniks ambush buffs, I never actually tried ambushing him like this.
I would often hire a second lord just as a logistics train to deliver more miners with blasting charges to Thorgrims army during the initial blitz.
As I often use bait lords, (I'm a master-baiter, if you will.) you have given me a lot to think about, and I thank you for it.
I'm trying this out, but Skarsnik just moves to encamp right next to High Place instead of force marching.
A note on how to use Dawi Infantry. As you mentioned in the section on sieges, damage in dwarf armies doesn't come from their melee troops, but from the fire support of ranged troops and artillery. What dawi infantry exists to do is to tar pit the enemy to give the missile troops time to fire. Because of this, it is inadvisable to deploy your infantry in line formation, because it is much better to deploy in square formation, or as I like to call it, phalanx order.
When deployed in phalanx order, you reduce the line of contact with enemy troops, meaning that fewer of your stout dwarf warriors are available to be hit, which means in turn that your infantry can hold for significantly longer.
The trick is to deploy your melee troops forward enough that the AI doesn't try to run through any gaps in your melee line to engage the ranged troops. I find that deploying the melee troops at 50% of your quarrelers range is sufficient, depending of course on how map geography works out etc.
Another nice little side effect if using phalanx order is that it creates gaps in the melee line through which thunderers, organ guns, and irondrake flamethrowers can fire into the flanks of enemy infantry units.
another astute comment as always m'am.
You're quite right, I often prefer the dwarf box, as opposed to thin and wide. They move much faster to reform to other sides (really handy for ranged troops) and the reasons you mention above.
Painfully, Skaven warp lightning will do massive damage to this formation however, so I found a thin and wide formation better against ruins casters.
@BlakesTakes420 ah, yes that fair. My solution to Ruin casters is to simply not field infantry against them at all. A gyrocopter fleet with engineer support is, in my experience, far more effective at dealing with the rats than any ground based force. 16 gyros, 3 engineers, and a lord. Then hide the heroes in a treeline and let the copters do their thing. It makes things significantly easier as the threats are reduced to rating guns and jezzail teams which can be microed around
Blake posts, I instantly watch.
Thank you kind sir.
Congratulations on the marriage Blake! The best take of them all.
Thank you kindly friend. The wedding was so good!
The best end to the day is Blake helping us settle grudges better.
@@TheridMegu thank you sir!
Thanks for making this in a relatively short time frame, my experience with this faction is quite stunted
You're very welcome sir.
SHORT?!! NO ALLIANCE!!!
This is the most precise, detailed, informative and well presented guide I've seen in a LONG time!
You explain your points well, the production quality is top-notch and it's also funny!
I've found myself do a very similar strategy against Skarsnik that you explain, except I also recruit lords beside Thorgrim so I can level other characters early on. It just shows how good this game is strategically, you can apply multiple things and it can still lead to a good outcome :)
thank you sir! I also often open with another lord to start picking up levels early on them.
This is an extraordinarily high quality video which should have achieved way more many views. The style works perfectly for the game.
Thank you so much sir. Comments like this make the effort all worthwhile 💗
I haven't played this game in forever but I still watch your videos. So well made.
Thank you friend!
welcome back! congrats on your marriage ♥ glad everything is going well with your life while still providing us quality content consistently
Thank you so much!! You're very welcome friend, glad you enjoyed it! 😊
Love playing Dwarfs. So much fun now.
Flight of the Valkyries!!! Also the Deeps made going wide even more easier, as the money made multiple armies so easy.
Just finished the video and have to say this one of your best- great stuff Blake
@@moteleyman so kind thanks for sticking around sir.
38:20 No, you are not, actually. It is quite counter intuitive, but you want to sit back and wait for your enemies to amass grudges for you to clear. That is much more efficient than slayerrushing everything. At least in my experience.
You are satisfying Dammaz Kron, not the Dumbass Khorne.
I liked your wordplay there.
Wonderful guide as usual. I struggled with scarsnick, greenskins have been challenging to fight. I will totally use these tips. 😊
Glad it was helpful!
LET'S GOOO!!! I THOUGHT THERE WOULD NEVER BE ANOTHER BLAKE'S TAKE AGAIN😭 AND I WAS JUST STARTING A CAMPAIGN WITH DWARVES (MALAKAI)
tenor.com/view/wolf-of-wall-street-not-leaving-not-fucking-leaving-staying-gif-20904116
Man, these style of guides are super entertaining and informative. I hope you keep going with them. Also, would you update some of your older guides with recent updates?
Thank you!, hopefully have time to update them soon.
Congratulations and happy honey moon !
Thank you friend!
Congrats on the nuptials and best of luck to you both. Shall we expect a video ' Why you suck at wedding speeches'?
Ah shit you've reminded me I've got to get to it.
The deeps are insanely strong, you can get a 3% army upkeep reduction faction wide for every deep! I would recommended building only 1 or 2 in the first 20-30 turns, but after that as many as you can. With this you can get full stacks of thunderbarges for only a couple thousand each.
Thank you for an amazing video. I just finished my first successful VH Chad von Carstein campaign, and dwarfs seem like a fun change from having no good armored or any ranged units & artillery. Never really played dwars before so this video helps deal with the overwhelming feeling.
Great! Thank you sir, appreciate your kind words.
EY LETS GO, IM SO READY TO WATCH! (Also, that last video w/ Arkhan had the PERFECT amount of Necron lingo)
Good to see you again my friend! Glad you enjoyed the nod to Illuminor Szeras.
Just as another point in the really early game you should recruit a rune lord to follow thorgrim around, it gives you magic while you wait for a runesmith and lets you level up another lord faster
Please make a Cathay video eventually, your videos are awesome! Thanks 🙂
@@antagonistes_ I plan to my good man!
The V for Vendetta reference was wonderful, thank you!
@@Mercanius you're very welcome sir, thanks for watching.
Congratulations on the wedding!
Thank you so much 😀
I dont suck with Dwarfs, i am one of this 5,3% of Longbeards(on Steam) that made it to the End of the Campaign. I refuse let someone say something to us 5,3%!
don't worry. us 5.3 percenters gotta stick together. too many haters out there.
Only real dawi know how to win. Those bearings try to run our empire would make the ancestors weep with tears of shame. Only the slayers oath remains for them
@@johnleaver4272 You words of wisdom speak for your mighty and long Beard. It honor the Ancestors.
@@BlakesTakes420 We do!
huge fan dude! I'll keep watching if you keep them coming :D
@@jamesrosenbaum5799 thank you sir!
Oh Congratulations Blake, hope the ceremony goes well.
Thank you friend!
Personal add-ons from the last time I took Thorgrim out for a short walk. One's general dwarven and one's Thorgrim specific:
A: NEVER EVER DELAY AN AGE OF RECKONING
Say, hypothetically, you had just been on a big ol' tussle confederating your dwarven neighbors and retaking the realms and all that. You took some heavy losses and attrition, so you consider delaying the age of reckoning, as you'll be building up and recovering for a little bit.
DO NOT DO THIS. A lot can surprisingly happen in 15 turns, like, say, hypothetically, 4 turns later Tamarkhan frolicked down and you began a campaign of him finding out to the point you're on the chaos waste side of the Great Bastion. If you delay those 15 turns for another Age of Reckoning, NONE of this will count even in the oncoming Age, and on top of that you've just made the next one that much harder on yourself. Do not deny the Great Book of Grudges a chance to feed, it's much better to have a crappy Age of Reckoning than none at all.
B: Take advantage of being High King and confederate the fellow Dawi
While one of the uses for Settled Grudges is confederating other dwarven Legendary Lords, the price to do so will likely remain astranomical due to it being measured off how many grudges they've handled as well. While it's likely for the AI to get smaller and more technical factions (like Malakai Makaisson) or factions with very deadly neighbors (Thorek Ironbrow has to handle both Queek Headtaker and Skarbrand in close proximity) murdered and thus keep the price somewhat low on the Settled Grudges side, you then also got factions that will stick around a lot longer. As the High King of the Dwarves, you got great relation with most Order factions, and also got some bonus for Dwarves especially. Prime targets to wine and dine as far as legendary lords will be Ungrim Ironfist, who holds a lot of the required territory for the Retake the Realms grudge, and Belegar Ironhammer, who usually has a decent pile of western holdings well secured and could be a good springboard to start taking it to the tree elgi. Sadly, the only LLord not really worth getting, via diplomacy or force confederating, is Grombrindal, as he's in the arse-end of nowhere, though could be an option to Settled Grudge if he gets taken out.
good comment, I enjoyed reading it. x
Grombrindal brings the best factionwide buffs with his skills though, so he's worth it even if you can't hold onto his territory
There are three things i would like to add:
1. Confederate Belegar Ironhammer early. He has an ability which reduces the build cost of all Keeps by 30% this will save you a lot of money and he is also a very solid Lord. He neighbours the Empire and border princes and they are pretty chill.
2. Ally the Empire they can make up for some deficiencies in your unit roster. Empire Pikemen and Cavalry compliment your roster very well.
3. If you miss the old dwarf playstile then you can build a special building in the deeps only buildable at Karak Eight Peaks, Skavenblight and Zharr Naggrund that stops the Grudge mechanic but increases the upkeep for Grudgesettler units by 10%, you also get no new ones.
Which sucks considering how awesome the grudgesettler gyrocopters are. Those things kill monsters, trolls, and large lords so easily.
@@brandonlyon730 yeah but irondrakes also work extremely well against large Targets
@@janmantsch6675 Not if they charge at them or flank them at the sides before they have a chance to fire. Gyrocopters can move all over the battle field and the grudge settler ones can kill big monsters or there lords/spellcasters before they get to close to the army to do any damage
@brandonlyon730 I am not denying that they are good units, great ones, even, I'm just saying that they are not the only way to deal with large targets. Irondrakes are just my preferred method.
You remind me of Lord Hard Thrasher in a fantastic way, subbed and I hope to see more!
Great content as always, but more importantly
Congratz on the marriage. Hope all goes well on your big day!
Thank you kindly sir!
ROCK!!! AND!!! STOOOOOONE!!!!!! ⛏
TO THE BONE! 🦴
Always excited to hear more about how and why I suck!
But you are the best at being you, and that's what matters.
Exactly the video that I wanted. I like Dwarfs, and I like playing as them, but I just don't know how to stop failing.
glad to be of service sir
Video about the honourable Dawi: Grudge removed.
Didn't mention the Thunderbarge once: Grudge re-added.
READY YOUR AXES LADS
@@Donnerbalken28 in single player I have to say I'm not crazy about thunderbarges.
Don't get me wrong , they're good, but they don't heal to full like gyrobombers after a battle so I often skip the thunderbarges.
They're good, but a bit annoying to keep healthy.
About Oathgold, the econ building that also provides oathgold is so much better than the tinkerer, since the difference in gold is little and oathgold can make a big difference in lord&hero utility. Plus the followers for 10% research speed and campaign movement. It's so easy to get 100 oathgold per turn by turn 10 that you rarely have to decide if you want to spend it on tech or gear - you can do both! Also you can craft items and melt them for even more gold, easily making up the difference to the tinker's chain if you want a boost in your bank account.
BLAKE PLEASE DO ONE WITH SKAVEN. I'D LOVE TO HEAR YOUR TAKE ON THEM
I got you boo:
ua-cam.com/video/OG5FrqUaghM/v-deo.html
This is a great relief, because I was one more campaign failure away from having to swear the Slayer oath to wipe away my shame.
You were just doing as Grimnir commanded. **Happy Dawi noises**
A really quite important thing in defensive battles is actually putting a dwarven lord in there. Just a normal one, no runelord, no slayer. A simple dwarven lord can usually break a siege. They are strong enough in single combat to best most non-legendary lords (and with infantry support most legendary ones, too) and, if you happen to have to deal with rebels, can defeat a small rebel stack of 6 units pretty much by themselves with the appropriate items (be sure to take them only for that battle)
Congraturation Blakes!
Truth is that skaven dont get much grudges compared to other races. Playing 30 turns with the white dwarves and never had a problem reaching much more than 100% without doing quest battles, while with thorgrim you have low level enemies you have to destroy and high value enemy maybe too far away or that are not a threat to you.
@@AndreaFasani thank you !
Later in the game when you've been mauling your neighbours you can accidentally run out of enemies. Quest hopping can help in that scenario.
Great video as usual. Really hope to get one for either Nakai or Lord Skrulk.
After my wedding I'm hoping to ramp up production. Thank you for your lovely comment !
@BlakesTakes420 congrats on the wedding. Wish you many decades of happiness.
Congrats on the marriage!! Good video as always sir. Personally I have mixed feelings on the new grudge system, I like the design of it much better than the old but it does kind of pigeon hole into a very aggressive play style. You can delay it but you're only delaying the inevitable grudging with more added on top. Maybe I need to play with the Dwarfs as I've only played one campaign since their rework and have not had the pleasure of interacting with the Deeps mechanic as of yet.
Thank you as always friend, nice to see you again.
Agree with the aggressive playstyle pigeon hole. I haven't played with the deeps enough too to come to a judgement on it.
CONGRATS ON YOUR COMING WEDDING!
Maybe we'll have a guest voice in "Why you SUCK with..."
I got WH3 a few months ago finally and the dwarves have been the essiest time iv had in any total war campaign. I actually just got the achievement for winning the dwarf campaign yesterday.
I usually keep at least one unit of hammerers in my dwarf armies almost specifically to run around playing "menace below whack-a-mole"
@@JohnSmith-fc7mp wise.
Another Legendary take for a whole Legendary faction
Thank you sir!
Its impossible to suck with dwarves. Even I won their campaign knowing 0 about strategy or the game.
True😂 I imagine who sucks with them...
Runelords are quite good for an army that goes more all in on ranged damage (big artillery, thunderers, irondrakes) for one huge reason. They have the ability to give vulnerability to ranged damage. Yes, regular Runesmiths have that too, but getting it for the Lord allows you to fit an extra missile unit in.
Vulnerability is also multiplicative with extra ranged damage from engineers. A Runelord, 1-2 Runesmiths, 1-2 Master Engineers, and your army has enough oomph to their guns to lay anything flat before it can close to melee range.
Congratulations on the marriage! Great content as always
Thank you friend! Appreciate you!
what a beautiful alliteration at 25:33
Thank you sir!
another thing ive found with against Skarsnik is that you can recruit a lord and right on the border of Skarsniks province while still in your territory, you can set up an ambush and have the lord by itself being the bait, for whatever reason, this usually works for me even with a 50 percent ambush chance
I love a bait lord, but I hadn't considered using one with Skarsnik.
I’ve played WH3 for nearly 1000 hours, I didn’t know there was a way to target the ground. I’ve had the thought multiple times where I wish I could target specific locations instead of snapping to a unit, but then I never stopped to look if that was actually a feature.
@@gazpachosam1368 I'm so glad to be of service my good man. 🫡
Early on vs Skaven it's a good idea to just leave your Hammerers at the very back of your formation, near your artillery and archer units instead of putting them into the front. This way they reach a menace below breach faster and repel them before they interrupt your artillery.
Congratulations Blake! Those who watch right to the end will know
@@nerdsfailme4166 thank you sir! 💗
I really needed this one
Glad to be of service friend.
A good time to invest in the deeps is after you have mostly developed a settlement with a gold or equivalent money printing building.
The Guild Foundry will cost 16,000(the deeps then building and upgrading to level 2), but after you have it, it will add 5% times the turn counter of income to all your building in that settlement. That means that every turn, 5% is being added to amount of income every one of the buildings.
I had a game where Mt Gunbad by itself was making me over 10,000 gold per turn. With that amount of wealth, you can start giving all of your settlements the deeps in your money provinces.
The drawback is, that 5% gets taken away for every new region added to your empire. So greatest rates is either late game with high turn counter or small empire.
We scratching off grudges with this one boys !!!
enjoy your honeymoon and congrats on the marriage! good video, pretty much agree on most points
except the slayer bit. depending on which faction you're fighting, daemon slayers can be invaluable once you turn them into beatsticks
It's true. But I just find a dwarf lord much easier. They're not reliant on equipment like the slayer lord for tankiness.
All the lords are strong, but I just gravitate to the simpler ones.
If I can breathe, I can hold a grudge, and if they bleed, their grudges can be settled
Demon Slayer's good point is that he comes with siege attacker. That makes them a decent tag-along lord to launch sieges for you when you don't want your actual army that otherwise has a lot of movement be stuck in a settlement instead of going and fighting more in that turn. This is especially hangy for Malakai's main army, which can quickly plot out a demon slayer when it is convenient and dismiss the guy when he's not needed.
The Great Taker has returned to take away our awful skill
Just got to the end of the video and i have to congratulate you on your marriage, i wish you both the best!
@@crimson113 thank you friend! 💕
Congratulations on the marriage 😁
Thank you!! 😁
Great's takes
♥
This MADE me start a new belegar campaign! I had chores i needed to get done, but now im elbow deep in some gobos 😢 how dare you!
It was a HUGE shock to go from TWWH 2 to the recent patches on 3 and go from gyrocoptors and bombers being terrible and going to one of the best unites in the game.
The coptors especially when everyone is fighting with tier 2 units are AMAZING, since they do tons of damage, have some bombs to mess up formations, and have enough armor to be pretty much immune to arrows (but not gunpowder...)
Definitely, there's actually been a whole heap of changes.
"Our armor is as thick as our warriors...." Hell yeah brother
Clump up your forces against menace bellow "
Ikit Claw - "yes, yes"
Nuklear missile, launched
Booom.
Praise a Blakes advices :D :D
I like how the first three and the last one are all about Dwarf weaponry. Goes to show how much of an impact flame and sulfur have on battles. Just as the Ancestor Gods intended.
@@inductivegrunt94 crispy skaven are the best skaven.
Mr. Blake. What would we do without you.
awwww thank you. ♥
7:09 one thing I've noticed is that for some reason, blasting charges don't seem to do as much friendly fire as I would expect. I think this is for a couple of reasons, the charges don't have any AP, and dwarves have heavy armor; The miners have pretty good arms, and dwarves are...small targets :P so most of the time the charges get lobbed over the heads of friendly units, of course in this battle that big hill helps, but yeah, the more armor (and shields!) a friendly unit has, the more likely it is to survive a light dusting of blasting charges from over-eager miners.
I just finished belegar campagn on VH/VH and you release this making me want to try thorgrim but im too fatigued by playing dwarves
Edit: Finished the video, congrats on getting married!
Superb just found this series and loving it 😂
Thank you sir!
It took me about 5 tries to get a decent start with Ungrim on V Hard a month ago.
Not upsetting Zufbar is by moving nearby is the easy bit.
How did the campaign go after that ?
Woooo! He’s back
🥹💗
I recommend getting the grudge settler troll hammer Gyrocopters as soon as you can in any front line army, those things can vaporize large monsters and many lords and spellcasters like nothing. I managed to kill the likes of Skarbarnd in just a couple of volley’s with them.
Trollhammer gyros are excellent, I like to pop one in every army.
yes! the GOAT returns
Thank you brother!
Daemon Slayers are actually the most efficient mid-late game solution for Dwarfs. Especially if you are able to get the Grail Knight Shrine minor cult. You can also generate plenty of Daemon Slayer saved characters with it. You can also use other campaigns to farm useful traits for those Daemon Slayers, but I digress.
Anyway, once you take items into account, Daemon Slayers tend to be better than other dwarven lord choices, to the point of not needing the rest of the army.
Why and how? With the Grail Knight Shrine, Daemon Slayer can easily reach 90+ ward save due to his passive and ~100 armour. With Rune of Spite, that's enough to win against anything AI will throw at you with a one-dawi doomstack.
This is just a mild pet peeve. Once you say daemon slayers the first time you can compare them to others just like that by saying them it becomes implied you would be talking about the daemon slayers from then on. You don't gotta keep saying daemon slayers 8 times in 2 paragraphs lol
praise the lord on the new series!
Wh3 made 2 units I never used before so much better. The hammerers and the gyrobombers. Both punch way above their tier.
I still prefer ironbreakers but hammerer lines are fun agaisnt low missle enemies.
The thrungi trait runesmith will increase magic resist 20% for the army. (10 from trait, 10 from skill point)
Get evey conventional engineer you can.
Thanes if lvled, with ironwarden tankard, dragonslayer ward talisman, ironwarden hammer, dragonslayer 15% phys can take on lords.
That's a great craftable gear set
Eventually start dumping oathgold into greens and merge them looking for armor of destiny, obsidian blades, talisman of preservation. (You will never replace ironwarden tankard)
Put a dragonslayer talisman on an engineer in your army to give the whole army -33% vigor loss.
You can make any province free to build by stacking 6 or 7 heros with a -15% building cost trait.
I never bother really the new deep buildings that reduce upkeep 3% together and increase all building income 5% makes it so your armies are cheap or free.
Lord, thane, rune, engineer 7 ironbreakers, 1 flamethrower, 4 rangers (or projectiles of choice) 2 gyrobombers 2 seige is typically a 5-6k upkeep. Or free if you stack those deep buildings.
I like to counter menace below with call the miners. clanrats tend to melt when faced with irondrakes, so I always make artillery boxes that are just so flaming the enemy won’t contact.