thanks for the list. though the unit for Vampire Counts were the crypt horrors. crypt ghouls are an infantry sized unit with great non ap damage, so they serve a different role from the ap regen crypt horrors
you can see the faction win rates in tournaments at TotalTavern. that should give you a general idea of where each faction stands with some exceptions.
You mentioned the Mark of Slaanesh. Yes, immune to psychology and 10% physical resistance are great. But on the new Domination maps, Strider has increased in value so much. Being able to charge uphill and run everywhere with no penalties is just so good. In practical term, Strider means a hefty speed buff and much more Vigour during the game and that is just too good to pass over. And it's not even the only thing on the Mark of Slaanesh! The other thing bothering me is the Daemonic Instability. The damage it does is so, so steep the Daemons basically die when their leadership breaks. It is so much that Daemons have become something of a rarity in the current meta. Now crumbling is a complete joke, but I have a hard time calling out which of these two is worse. CA should really find some kind of happy balance.
Units should absolutely die fast due to instability. Vampire counts follow the Zap Brannigan school of strategy where they just run enemies out of ammo and Tomb Kings have insanely cheap basic silver shielded unbreakable high hp infantry because crumbling does no damage. Only coast has issues due to their units not having shields. whenever another faction like empire's units route they're basically dead if they get escorted off the map. Why should Daemons get pseudounbreakable on everything too?
@@obesechicken13 nobody, including op, is asking for unbreakable demons. however, currently, the best call is to just abandon an unstable demon unit, since there is absolutely no way to stabilize them after just a few seconds of instability. also, from personal experience playing demonic factions, i really dont bring a lot of demons anymore, not in campaign, not in pvp.
@@fkaliases I wonder if you could make heroes and lords have a large aura that basically gives high resistance to crumbling damage, so if some necromancer near skellies they would get like current(or little higher) damage, but if no leadership\\encourage nearby, then they fucking turn into dust like daemons are. Would give undead factions a clear weakness, but also would give daemons a bone, especially since their heroes and lords are more sturdy.
@@KachiAT A 30-second ability that cuts crumbling damage by 90% could work. It gives a lot of time to pull a wavering daemon unit out but does not render crumbling absolutely useless.
@@the_tactician9858 that’s pretty much what CA did with lizardmen and feral units, and it was just super clunky. They ended up removing it in from most of the roster outside of a couple SEMs and cold ones.
lizardmen got ark of sotek which is amazing for clearing infantry, also skink cohorts with javelins do a lot of damage for their cost. honestly its hard to pick one, because nothing seems that overpowered for them
I don't think marauder horsemen/horsemasters being able to shoot in melee is a bug. In the game files, they have the variable "autonomous_rider_can_shoot_in_melee" set to "true". This looks a lot like an intentional feature.
It may not be a bug, but its something that makes them vastly superior to similarly priced and designed units of the same type. Its fine if they want to leave them with that ability, but they need to be priced appropriately if so.
Been loving your vids and streams recently my guy. Other content creators and Reddit is pretty negative so it’s refreshing to watch someone who’s actually enjoying the game and positive about it
The sun maker was a meme unit as well,but they are super good in domination because of small battlefield and many blobs to target.War wagons got buffed which fixed its low damage problem. But other Empire units now are just mediocre to bad compare to the new power creep.
@@dmitriyk.2890 They still are. It's hard to justify recruiting them when AI throws doomstacks of Terrorgheists or GDs at you (unless it again flips to its dummy version and hires 100% chaff bcs why not)
god i remember back in warhammer 2 when the gyrobomber was basically just a meme unit. it makes me so happy to see it finally be as strong as it should be
@@MusMasi yeah, they were terrible, they used to be way slower and their shooting did way way less damage, i think there may have actually been a bug with it that was fixed in the immortal empires patch
I would like to see Chaos Knights in this position some day. If they got increase in Mass and more weapon strength it would be awesome. 1130 mass is too low for these beasts. They are literally double the size of a knight. Increasing their mass to 2000 would make it hard to pin them down and it would make their charge hurt
Great vid. As a sometime multiplayer, I love getting tips from you to help my game. I just don't play that mode enough to figure it all out by gameplay. I would love if multiplayer balancing came via cost. I hate changes for multiplayer that affect campaign play. Hope CA takes more note of the unrest this brings and goes this route more often
"The people who play campaign", I appreciate you including 50% or more of the player base there, Turin. Thank you. I don't mind all of the MP changes, I personally don't play multiplayer, but whenever the MP guys affect my SP experience... well, let's just say it doesn't make me smile.
It’s more like 95% of player base plays SP only. You are commenting on one of the only MP communities left in TWWH3 which is sad in a way. But a price change of an OP unit makes Campaign more fun so I like those changes. Right now, the game needs to get players back so whatever works
Champions of Chaos was a good DLC, but the one thing it completely screwed up was that every Chaos faction just devolved back into the boring af Marauder Horsemen spam. Watching games with them is almost as boring as any Vampire Counts game.
Lizardmen have a lot of good stuff but if you want the taco, felkon and the rest of those guys approved best unit it’s definitely Saurus warriors with shields (spear or club)
Honestly it's hard to say what the overall best lizardmen unit is in my view. On the low end, chameleon skinks and even the skirmishers can be useful when played smartly. Their frontline is usually pretty good early on, and later you get kroxigors and temple guard which are generally great when not misused. The kroxigors tend to soak up a lot of damage unless either played defensively or unless you can sneak them around enemy ranged through forests. But they're still good against anything that doesn't have "immune to psychology", and that doesn't do too much ap damage or have an anti large bonus. That's assuming you can't get them close to the enemy early on. I'm a scrub so I generally go heavy on the monstrous units. Especially the bastilladon variants early on. The ranged stegadons are good too, for arty that can defend itself pretty well. Aside from range or anti large heavy armies I haven't had too many problems with carnosaurs either. One or two might die if you leave them in the fight too long but sending a line of 3 to 5 into the enemy's side can be good to break up their formations early in a battle. Keep them in the fight for a moment to do some damage while your frontline closes in to mop up and you can get some nasty damage pretty quickly. If you use your skinks to poison enemy troops while that's happening it can get disgusting if the opponent doesn't have a good answer to it like light cav to run the skinks down or if the enemy infantry don't have anti large or a lot of ap. I don't want to ramble on too long so I won't go into how I think the heroes and lords are (also haven't had a chance to use dread saurians or troglodons yet, and i generally don't bother with cold/horned ones). I can't really comment on *best* but one of my favorite units for them is the salamander/razordon packs. I use them both about the same way, but having a choice between fire and poison missile damage is nice.
You really should have mentioned an 'if not for Marauder Horsemen, then...' unit for all of the chaos factions, now half of this list is subpar because they will soon get nerfed.
Iron hail gunners are queens but something worth mentioning about them is simply that cathay has such overall low dps that even in situations where they get outranged or it feels like they aren't ideal sometimes you have to bring them because otherwise you have no chance of clearing the number of bodies you need to clear.
Saurus warriors are too expensive, at least the non shielded version. 750g for a unit with no shield and 6 less defense compared to the shielded ones for 800 just makes no sense to not always bring the shields
Yeah agree with this list I think mine is almost identical too, its a shame a lot of those have been forced to pick to due their brokeness - Hellstriders/marauder horses for instance rather than their balanced tactical utility. Bring on the 18th and hopefully a needed balance pass
Tl;dr: Lizardmen aren't great in MP battles because their only good units are too expensive and not cost effective while the rest of their roster simply do little to the enemy, and they have few answers to enemy archers, cavalry, or artillery. I'm a lizardman main but don't play in tournaments, so take what I say with a grain of salt. But Lizardmen are just...not in a good place at all outside of campaign, really, and this is for several reasons. 1. Lizardmen as a whole rely on a strong front-line and their large monsters. The problem here is that without campaign buffs, Saurus and Temple Guard are mediocre at best, and I'm not unconvinced they weren't nerfed in some way given just how much worse they feel like they're performing in melee. They almost never trade with infantry of similar tiers, are extortionately expensive, and have so many counters now with how common armor piercing is and how slow they are even for an infantry unit. Large monsters have very obvious weaknesses of course. A few sets of ranged units, some spears, maybe a single target spell, no more monsters. We don't need to talk at length about skink infantry like red crests or stalkers because we know they're not good outside of a Tehenhauin or Oxyotl campaign. 2. Lizardmen do not have ranged dominance. Their best ranged units are ALSO monsters, with the Stegadon being a mobile ballista, and the Dread Saurian a walking galleon with punishing side bombarding attacks, but these are both extremely expensive, and you won't be getting a Dread Saurian unless you're already winning. Their only other passable ranged unit is the Terradon riders with fireleech bolas, which we'll come back to in the next point. Their skirmisher infantry such as the chameleon skinks are highly specialized. Low damage output, inability to evade units like hound packs or cavalry even with the speed debuff from poison, and mediocre at best ability to fight in melee means that their sole function is to tickle the enemy infantry from the flank and give the poison debuff to help the Saurus maybe get the upper hand in a fight. This is effective in campaign, but in battles this just doesn't do enough before the enemy has a counter that causes everything to crumble. 3. Lizardmen cannot establish aerial dominance. Other factions get griffons, wyverns, vargheists, and dragons. Lizardmen get scaly birds and a feathery snake. The blowpipe terradon riders are basically the fell bats of the Lizardmen roster, and they have no means whatsoever to challenge the much bulkier flyers that other factions bring with their abysmal ranged damage. Ripperdactyls are the same, their strength is swooping down on and dispatching infantry, with only their RoR having an anti-large bonus that ultimately still won't trade into other flyers. The Fireleech Bola terradons and the Coatl are meant to support the ground units, with the Coatl giving disrupting spells and the ability to conceal important units on the approach, and Fireleech bolas being the only decent ranged unit the Lizardmen has that isn't attached to a dinosaur...just attached to a flying reptile that's easily shot down with archers instead. 4. Lizardmen cavalry is mediocre and expensive. Cold one riders aren't worth much in a fight even with the rampage being removed due to their abysmal speed. The only passable cavalry they have is Horned Ones, and they're insanely expensive and their uses are few, while also being easily caught and killed by other cavalry. Not much else to say about that, just the one mean of moving fast on the ground they have access to is not really all that fast or all that effective in combat. The Lizardmen faction has always been about rushing into melee, but in Warhammer 3 they just don't feel good at doing so anymore compared to 2. Saurus can barely trade effectively into even chaff units like high elf spearmen or Tomb King skeleton warriors (to say nothing of Tomb Guard or Nehekhara warriors) and are insanely expensive at 800 supplies each, Temple Guard have never been worth their asking price and remain as such, being an almost inconsequential upgrade from Saurus spearmen. The only time skinks are combat effective is when they're riding on the back of a large, prehistoric monster, and they serve little purpose besides cheap chaff to throw at the enemy en masse or trying to sneak in and capture the point. Their casters are good, but a small consolation when the main strengths of the faction have fallen from grace in Warhammer 3. In short, their units are too expensive and/or too weak, or otherwise have too many counters that they in turn have no answers to. Saurus are their bread and butter, but their expense and apparent nerf from Warhammer 2 mean that their one bastion to hold against the enemy is broken, because they simply cannot have enough of them on the field at one time because of their cost and they die and break much more easily than in the past. Skink units are just not good enough to fall back on, even en masse, and monsters are easily focused down without infantry backing them, so there's ultimately little the lizardmen can do once their saurus break because they'll never have the supplies to replace them once they're gone. In fact, one of the main problems I've had is simply not being able to send out units because they're too expensive to summon. If the lizardmen player loses the initial engagement and their units break off the field it's game over; the enemy will get an entire military force and the lizardmen player can only summon in Saurus and some skinks piecemeal only for them to be immediately smashed by superior numbers so that by the time they have enough supplies to summon more, the ones they've already summoned have shattered off the field again. Without Saurus, the lizardmen are nothing, and Saurus simply don't stick around anymore. They are especially menaced by undead factions, with the Vampire Counts just easily outdoing them in melee with their infinitely larger and more cost effective armies, stronger magic, and powerful monsters, and the Tomb Kings being the Tomb Kings.
I know I'm a broken record, but sadly the meta is tier 1 and tier 2. The vast majority of the units above that are priced too high. Multiplayer really needs an 'elite' status for units.
Nice vid! I appreciate the honest assessment. Nehekhara warriors don't have bonus vs inf, and previously they've been viewed as the least useful TK infantry (incorrectly). But while they're not bad, tomb guard are pretty clearly much better for the price.
Not sure why you think Squigs would get 70 Leadership in combat because unless the sources I'm looking at are outdated, they got 36 Leadership base and get another 12 from Squigs go wild, so they'll end up just shy of 50, which still would be considered quite bad on most units (it's still worse than the base leadership of pretty much any other warbeast in the game, disregarding hounds).
I can see the reason behind your picks but with my playstyle this list fits way more: Beastmen: Centigors with Throwing Axes - Great single entity damage, amazing screeners, sooo fast. I always bring 4. Dark Elves: I'm not sure if Morathi counts, but if she doesn't then I agree Corsair handbows hands down. Grand Cathay: Terracotta Sentinel Khorne: Flesh Hounds - agreed Norsca: Maraduer Horsemaster - agreed BUT you also need Skinwolves. Skaven: Yes globadiers are strong BUT for me it is just the Ratogres. Tzeench: Warpgrinder - Strong missiles and then he just doesn't die dishing out TONS of damage. Absolutely essential in domination. Warriors of Chaos: Nurgle Warshrine - just fucking damn that unit and mount option. Brettonia: It's still Questing Knight sorry. Dwarfs: Miner Blasting Charges for me - I do like explosions. Greenskins: Squig Herd -agreed Kislev: both Sleds (and Little Grom) Nurgle: Warshrine - I fucking hate that unit. Slaanesh: Hellstriders of Slaanesh are probably the best but I wanna give a shoutout to Chosen with Immune to Psych. And Mirror Guard Vampire Coast: Animated Hulks - Tons of damage and roadblock for FIVE HUNDRED? Yes Depth Guard is super strong but it won't stop a goonsquad running towards your lord. These guys will. Wood Elves: Glade Guards - agreed Empire: Hammer of the Witches - wins game by itself if played properly. Sunmaker is kinda sketchy, in non dom. High Elves: Fireborn - Best cav in the game. Lizardmen: The Cold One cav. - Each of them are good but the best is probably the Spear variant. Good leadership AP damage on each of them, high mass. They can control the battle like very few cav can. Also in domination you pretty much have to bring an abhorent amount of them to keep pressure on. Ogre Kingdoms: Hunter on Stonehorn - Animations make him kinda hard to pin down, and while he is easy to focus shoot, he does have a get out of jail for free card and when unanswered Holy Shit they rock. Tomb Kings: Ushabti Greatbows - Funny you put Leadbeltcher for Ogres then don't even talk about greatbows afterwards XD Vampire Counts: Bloodnights - Outright overpowered combined with Kemler. Healing to their cap, they can rack up 3000 value easily.
It’s not just marauder horsemen who attack with melee in front and ranger in back. Most ranged units will continue to use their ranged if they are not in direct melee but the front of their unit is. You can test this with multiple units. It’s just most players make a thin line so the ranged typically get engaged all at once or the units melee is so bad the front line dies so quickly you can’t really see the units back line use ranged attacks.
I'd give marauder horsemaster to norsca. they don't have much else going for them though. I guess access to lore of shadows, rage, and marauders. Probably chosen of the gods ushabti great bow for tomb kings. Thing has like 250 range, explosive damage, and almost 50 MD 90 armor so even if you dive them with furies they probably beat the furies in melee. They're the dps behind the 3k gold worth of 10 infinite hp silver shield skellies. Is kislev missing from this? You would probably give it to the basic kossar. I'm not sure I don't play much Kislev. For the crypt ghoul comparison nurgle's spawn are not considered the best and they have unbreakable. But I'm forgetting crypt ghouls do too. I haven't used bombers much as coast due to ammo but I do like animated hulks.
so: beastman: meme unit dark elves: yaarrrrr khorne: who let the dogs out? norsca: bug skaven: Shot put tzeentch: magical bug warriors of chaos: im fast as fuck boi bretonnia: knights suck dwarfs: fortunate son greenskins: blood ball kislev: Narnia queen nurgle: stinky bug slaanesh: im fast as fuck boi wampire coast: under the see guard wood elves: standard unit deamons of chaos: who let the dogs out? empire: fear me kholek! future unit: wh2 meme unit high elves: spearman and archer in one? got it lizardman: doom music intensifies* ogres: holy sh1t they handle cannons! tomb kings: WEEE RUUUUUUUUUULE wampires: better then nurgle!
Oh my Emperor. War wagons, a meme trash units back in w2, is now best unit for the empire in domination. I love this games for that. There are amost no ,,useless neverpick'' unit in it. Malus was a meme back in w2, now he is kinda in ,,meta''.
I have to ask why you didn’t make the crane gunners the best unit for Kathy, if they still have the over penetration they added a while ago they were busted
Never played multiplayer in this game, shocked to hear you can spend all of a ranged units ammo then get a full refund for it, that's just asking to be broken wide open.
The ogres were briefly mentioned and were even roasted for not having much going for them. I feel like CA really hates ogres and is doing everything they can to nerf them to the ground, especially in multiplayer. CA, please fix this ASAP.
They really need more bound spells tbh, that or anti-large. One cast of Stream of Corruption and Pestilent Miasma is an absolute joke. Its funny cause in campaign its the complete opposite, when maxed out Ku'gath's GUO's are absolutely insane.
4:16 Back up, you're saying Marauder Horsemen are overpowered because they're doing the same thing as foot ranged on guard stance have done for a while?
Its fine if that is intentional. But its not reflected in their pricing. They are not substantially more expensive than other cavalry that don't have this feature.
I’m sorry but it’s lore accurate for beast men to suck. Literally they are only useful/obtained victories when attacking undefended towns. Like even goblins have better success rates because they actually use tactics
There's a TON of Tomb Kings in the tournament shows. The individual battles that Turin posts are mostly his games and he plays Empire and off meta teams on purpose. TK (and Slaanesh) are absolutely not that.
On the crypt horror point the AP is misleading. Spawn have 10 less AP damage and 100 more base damage (not counting BM spawn who only have 70 more base WS). In all circumstances Spawn deal more damage but the lower HP and lack of regen makes them less durable. To be fair both units need some kind of nerf when compared to most monstrous infantry.
Loved the 5 mins of this video I watched and I LOVE your vids, I just cannot stand Domination matches and I really cannot say why if I'm honest, I just don't find them fun or entertaining. So IF, as a land battle fan, I only really care about Land Battles... Is there really a difference in what you would pick as the best unit? 🤔
How are tombguard amazing? They get blown up like every other skeleton by low cost magic because of their low armor, have crap melee attack compared to chaos warriors which only cost 100g more but have twice the armor and significantly more holding power. I’m just lost on why you think TK is the strongest faction. All their constructs have dog ass melee attack and defense except for maybe necro knights and sphinx (which I think is terribly gold inefficient for what you simply need in a antilarge unit) so you need lord aura to baby sit them all game. TK is just a flexible faction..not the strongest in any one play style
People believe they're the strongest faction because they have the highest win rate in multiplayer, and crush other factions in a battle. Tomb Guard have great stats and get lots and lots of free healing from Lore of Nehekhara passive and Realm of Souls.
I'm pretty sure he thinks they are the strongest faction because they have the best win rate in domination play and are one of the go to picks for ultra competitive players when they aren't banned. Have you actually played them in WH3? In WH2, they got shredded by wind spells, especially burning head. But those kinds of spells are not so powerful these days and the spells that do wreck them also wreck other folks' top infantry. So that's not actually a disadvantage. And the healing passives for TK is more powerful and more frequent than before. So, yeah, maybe you take more damage with your Tomb Guard than Chaos Warriors, but you don't break and you get healing (especially if you also have Lore of Nehekara passive and not just the army ability). As far as constructs go, Sepulchral Stalkers and Ushabti Great Bows are the only ones that get a lot of playtime, though you sometimes see Tomb Scorpions. I have seen folks use Heirotitans and Bone Giants, but that's usually pretty niche. The core of the army is Tomb Guard, Great Bows, Nehekara Horsemen & Nehekara Warriors, and Artillery.
@@timothymallory6706 like it makes sense in dom where skeletons hold massive capture weight and gb ushabti can survive getting flanked by bats and dogs and output good damage but its just because thats the meta TK strat and no new player ever expects an unroutable faction to play defensively with long range overhead missles. they're a flexible faction thats almost like a mind game roulette of what they'll choose to bring to the table but the best strat is always GBs but again there are factions that do what they do but better. honestly, i would have voted lizardmen as best faction. very strong core infantry, cavalry, skirmishers, flankers, fliers, magic, just lacking in long range artillery. edit: if constructs had slightly more melee stats like extra 5/5 atk and def then I would believe TK would be a strong contender for best faction but they don't and depend greatly on their lord hero aura buffs which have a diameter across the screen of about two cheeto puffs resulting in blobs where half the units aren't even attacking.
@@idle_q3699 Well, I suppose the tournament community just lacks your skill and understanding of the roster, because lizardmen get wrecked constantly by Tomb Kings, Vampire Counts, and Warriors of Chaos. Your comments about blobs and relying on lord buffs just don't bear any resemblance to the games I see being played. Tomb Kings have powerful artillery (great bows, bone giant, catapults, and casket), durable infantry, and great mobility (Nehekara Horsemen and Skeleton Horse archers are very cost effective and the chariots are respectable also). If Lore of Nehekara stops resurrecting their ammo, they might drop from the top spot. But there are very few factions currently that consistently beat them.
So after ca fixes the horseman and explosives demage half this list will need to be updated Also not fair with the skaven now that they got an actual good unit, let's see you choose one after the nerf
Despite the size of their roster they somehow manage to not have answers for allot of unit archetype such as the skirmishing chariots and Infantry that can win trades against elite armour-piercing infantry. The same goes for their lord options, while they have some good combat lords they don't have the same utility that other giga-chad lords like Malekith do and Slann are kind of bad compared to other casters due to the fact that they are extremely slow, bad in combat and aren't really better at actually casting spells than other casters. Slann pretty much get 20% WoM passive recharge and 10% mastery over SOME other caster lords (compared to most caster lords they really just have 10% mastery) at the cost of being easy to goon, lacking battlefield presence due to their speed and not being useful in combat.
Technically, the Mark of Slaanesh downside is less armor, no? So not NO downside - just not much of one when compared to the other marks or what they get with vs 10% phys resist and ITP.
That's not the downside. All mortal Slaanesh units get the same armour as their Chaos Undivided counterparts. The mark of Slaanesh is the only monogod mark that just represents a straight upgrade over the base unit. Of course, they are more expensive than the basic chaos unit, but not more so than any of the other marked stuff and at the same time, all of the other gods have a downside.
They do not have reduced armor though, they have the same armor as the unmarked units. Edit: to the above comment mark of Tzeentch also lacks any downside, just providing magic attacks and barrier. Those effects are a lot weaker than what the mark of slaanesh provides however.
Timestamps
0:25 Beastman - Wargor Hero with Chariot (otherwise full naked)
1:25 Dark Elves - Black Ark Corsairs
2:45 Grand Cathay - Iron Hail Gunners
3:20 Khorne - Flesh Hounds
3:50 Norsca - Maraduer Horsemaster (of fucking course)
5:13 Skaven - Poison Wind Globadiers
5:37 Tzeentch - Maraduer Horseman (of fucking course)
6:20 Warriors of Chaos - Hellstriders of Slaanesh
7:18 Brettonia - Blessed Field Trebuchet
7:53 Dwarfs - Skyhammer
8:35 Greenskins - Squig Herd
9:22 Kislves - both Sleds
9:52 Nurgle - Maraduer Horseman (of fucking course)
10:33 Slaanesh - Hellstriders of Slaanesh
11:05 Vampire Coast - Depth Guard/Bomber Mobs
11:53 Wood Elves - Glade Guards
12:24 Daemons of Chaos - Flesh Hounds
12:38 Empire - The Sunmaker
13:33 High Elves - Lothern Sea Guard
14:13 Lizardman - Chameleon Skinks
14:55 Ogre Kingdoms - Leadbelchers
15:20 Tomb Kings - Nehekara Warriors
16:23 Vampire Counts - Crypt Horrors
thanks for the list. though the unit for Vampire Counts were the crypt horrors. crypt ghouls are an infantry sized unit with great non ap damage, so they serve a different role from the ap regen crypt horrors
Legend 👏💯
Hellstriders should have had "of fucking course" too.
Small typo friend, last stamp should be Crypt Horrors, not Ghouls. Thanks for the stamps 💪
A true soldier of sigmar!
Can we get an updated faction tier list? So much about the game has changed since your first one with Enticity and Duck.
Wait until the October 18th patch
you can see the faction win rates in tournaments at TotalTavern. that should give you a general idea of where each faction stands with some exceptions.
@@RawCauliflower this
@@250nolan This can be deciving, Turin pointed put many times that good factions have poor win rate simply because they are underused.
As I said: “with some exceptions”. It’s just still useful information with some bias
You mentioned the Mark of Slaanesh. Yes, immune to psychology and 10% physical resistance are great. But on the new Domination maps, Strider has increased in value so much. Being able to charge uphill and run everywhere with no penalties is just so good. In practical term, Strider means a hefty speed buff and much more Vigour during the game and that is just too good to pass over. And it's not even the only thing on the Mark of Slaanesh!
The other thing bothering me is the Daemonic Instability. The damage it does is so, so steep the Daemons basically die when their leadership breaks. It is so much that Daemons have become something of a rarity in the current meta. Now crumbling is a complete joke, but I have a hard time calling out which of these two is worse. CA should really find some kind of happy balance.
Units should absolutely die fast due to instability. Vampire counts follow the Zap Brannigan school of strategy where they just run enemies out of ammo and Tomb Kings have insanely cheap basic silver shielded unbreakable high hp infantry because crumbling does no damage. Only coast has issues due to their units not having shields. whenever another faction like empire's units route they're basically dead if they get escorted off the map. Why should Daemons get pseudounbreakable on everything too?
@@obesechicken13 nobody, including op, is asking for unbreakable demons. however, currently, the best call is to just abandon an unstable demon unit, since there is absolutely no way to stabilize them after just a few seconds of instability. also, from personal experience playing demonic factions, i really dont bring a lot of demons anymore, not in campaign, not in pvp.
@@fkaliases I wonder if you could make heroes and lords have a large aura that basically gives high resistance to crumbling damage, so if some necromancer near skellies they would get like current(or little higher) damage, but if no leadership\\encourage nearby, then they fucking turn into dust like daemons are. Would give undead factions a clear weakness, but also would give daemons a bone, especially since their heroes and lords are more sturdy.
@@KachiAT A 30-second ability that cuts crumbling damage by 90% could work. It gives a lot of time to pull a wavering daemon unit out but does not render crumbling absolutely useless.
@@the_tactician9858 that’s pretty much what CA did with lizardmen and feral units, and it was just super clunky. They ended up removing it in from most of the roster outside of a couple SEMs and cold ones.
Could be cool to see a "Player of the Month" highlight reel. That brettonian...
Man his gameplay had me so hyped.
link please?
@@smakash5307 tournament before last one I think.
@@mmorkinism thanks man
lizardmen got ark of sotek which is amazing for clearing infantry, also skink cohorts with javelins do a lot of damage for their cost. honestly its hard to pick one, because nothing seems that overpowered for them
I don't think marauder horsemen/horsemasters being able to shoot in melee is a bug. In the game files, they have the variable "autonomous_rider_can_shoot_in_melee" set to "true". This looks a lot like an intentional feature.
It may not be a bug, but its something that makes them vastly superior to similarly priced and designed units of the same type. Its fine if they want to leave them with that ability, but they need to be priced appropriately if so.
Been loving your vids and streams recently my guy. Other content creators and Reddit is pretty negative so it’s refreshing to watch someone who’s actually enjoying the game and positive about it
Cheers brother!
Totally agree)
It's astonishing that the War Wagons went from an extreme meme unit to one of the best units on the Imperial roster
The sun maker was a meme unit as well,but they are super good in domination because of small battlefield and many blobs to target.War wagons got buffed which fixed its low damage problem. But other Empire units now are just mediocre to bad compare to the new power creep.
War Wagons were niche but not meme. They were oly total meme in SP.
@@bacnguyen9304 Their damage output did not get changed, only their speed and mass did.
@@dmitriyk.2890 They still are. It's hard to justify recruiting them when AI throws doomstacks of Terrorgheists or GDs at you (unless it again flips to its dummy version and hires 100% chaff bcs why not)
@@sandercohen9712I think it did get changed through a bug fix - it wasn't working properly in tww2
god i remember back in warhammer 2 when the gyrobomber was basically just a meme unit. it makes me so happy to see it finally be as strong as it should be
were warwagons also a meme unit?
@@MusMasi yeah, they were terrible, they used to be way slower and their shooting did way way less damage, i think there may have actually been a bug with it that was fixed in the immortal empires patch
Great video! I started playing this game about two weeks ago and I find your videos both informative and entertaining. Keep up the great work!
That Platypus Cathay win was indeed the stuff of legends.
Glad i was there "live" to witness it.
17:16 My man, offering a solution that is considerate to us lowly campaign players.
For real, just make the unit as it should be, and alter recruit cost for MP, and Upkeep price for SP.
For MP balancing should be done mostly by changing the cost of the unit.
You were spot on about lizardmen. Chameleon skinks are hands down their best unit.
I would like to see Chaos Knights in this position some day. If they got increase in Mass and more weapon strength it would be awesome.
1130 mass is too low for these beasts. They are literally double the size of a knight. Increasing their mass to 2000 would make it hard to pin them down and it would make their charge hurt
Great vid. As a sometime multiplayer, I love getting tips from you to help my game. I just don't play that mode enough to figure it all out by gameplay.
I would love if multiplayer balancing came via cost.
I hate changes for multiplayer that affect campaign play.
Hope CA takes more note of the unrest this brings and goes this route more often
"The people who play campaign", I appreciate you including 50% or more of the player base there, Turin. Thank you.
I don't mind all of the MP changes, I personally don't play multiplayer, but whenever the MP guys affect my SP experience... well, let's just say it doesn't make me smile.
It’s more like 95% of player base plays SP only. You are commenting on one of the only MP communities left in TWWH3 which is sad in a way.
But a price change of an OP unit makes Campaign more fun so I like those changes. Right now, the game needs to get players back so whatever works
You don't play multi-player because you'll get destroyed. Typical beta just like I thought. Stick to campaign with the little dogs.
Chameleon Skinks walk into a bar: There is no counter.
you are one of the best units on youtube turin :)
Appreciate that!
Champions of Chaos was a good DLC, but the one thing it completely screwed up was that every Chaos faction just devolved back into the boring af Marauder Horsemen spam. Watching games with them is almost as boring as any Vampire Counts game.
Personally think WoC should have only the mortal chaos units and Mono God demon factions only have access to demon units.
Lizardmen have a lot of good stuff but if you want the taco, felkon and the rest of those guys approved best unit it’s definitely Saurus warriors with shields (spear or club)
Yep. My vote would definitely be saurus warriors with shields
Honestly it's hard to say what the overall best lizardmen unit is in my view.
On the low end, chameleon skinks and even the skirmishers can be useful when played smartly. Their frontline is usually pretty good early on, and later you get kroxigors and temple guard which are generally great when not misused. The kroxigors tend to soak up a lot of damage unless either played defensively or unless you can sneak them around enemy ranged through forests. But they're still good against anything that doesn't have "immune to psychology", and that doesn't do too much ap damage or have an anti large bonus. That's assuming you can't get them close to the enemy early on.
I'm a scrub so I generally go heavy on the monstrous units. Especially the bastilladon variants early on. The ranged stegadons are good too, for arty that can defend itself pretty well.
Aside from range or anti large heavy armies I haven't had too many problems with carnosaurs either. One or two might die if you leave them in the fight too long but sending a line of 3 to 5 into the enemy's side can be good to break up their formations early in a battle. Keep them in the fight for a moment to do some damage while your frontline closes in to mop up and you can get some nasty damage pretty quickly. If you use your skinks to poison enemy troops while that's happening it can get disgusting if the opponent doesn't have a good answer to it like light cav to run the skinks down or if the enemy infantry don't have anti large or a lot of ap.
I don't want to ramble on too long so I won't go into how I think the heroes and lords are (also haven't had a chance to use dread saurians or troglodons yet, and i generally don't bother with cold/horned ones).
I can't really comment on *best* but one of my favorite units for them is the salamander/razordon packs. I use them both about the same way, but having a choice between fire and poison missile damage is nice.
You really should have mentioned an 'if not for Marauder Horsemen, then...' unit for all of the chaos factions, now half of this list is subpar because they will soon get nerfed.
We will make another one once the meta shifts!
@@turinRTS Well, the more the merrier I guess. It's just a bit of a bummer to have half the list be 'marauder horsemen, flesh hounds and hellstriders'
Iron hail gunners are queens but something worth mentioning about them is simply that cathay has such overall low dps that even in situations where they get outranged or it feels like they aren't ideal sometimes you have to bring them because otherwise you have no chance of clearing the number of bodies you need to clear.
Saurus warriors are too expensive, at least the non shielded version. 750g for a unit with no shield and 6 less defense compared to the shielded ones for 800 just makes no sense to not always bring the shields
Yeah agree with this list I think mine is almost identical too, its a shame a lot of those have been forced to pick to due their brokeness - Hellstriders/marauder horses for instance rather than their balanced tactical utility. Bring on the 18th and hopefully a needed balance pass
Tl;dr: Lizardmen aren't great in MP battles because their only good units are too expensive and not cost effective while the rest of their roster simply do little to the enemy, and they have few answers to enemy archers, cavalry, or artillery.
I'm a lizardman main but don't play in tournaments, so take what I say with a grain of salt.
But Lizardmen are just...not in a good place at all outside of campaign, really, and this is for several reasons.
1. Lizardmen as a whole rely on a strong front-line and their large monsters. The problem here is that without campaign buffs, Saurus and Temple Guard are mediocre at best, and I'm not unconvinced they weren't nerfed in some way given just how much worse they feel like they're performing in melee. They almost never trade with infantry of similar tiers, are extortionately expensive, and have so many counters now with how common armor piercing is and how slow they are even for an infantry unit. Large monsters have very obvious weaknesses of course. A few sets of ranged units, some spears, maybe a single target spell, no more monsters. We don't need to talk at length about skink infantry like red crests or stalkers because we know they're not good outside of a Tehenhauin or Oxyotl campaign.
2. Lizardmen do not have ranged dominance. Their best ranged units are ALSO monsters, with the Stegadon being a mobile ballista, and the Dread Saurian a walking galleon with punishing side bombarding attacks, but these are both extremely expensive, and you won't be getting a Dread Saurian unless you're already winning. Their only other passable ranged unit is the Terradon riders with fireleech bolas, which we'll come back to in the next point. Their skirmisher infantry such as the chameleon skinks are highly specialized. Low damage output, inability to evade units like hound packs or cavalry even with the speed debuff from poison, and mediocre at best ability to fight in melee means that their sole function is to tickle the enemy infantry from the flank and give the poison debuff to help the Saurus maybe get the upper hand in a fight. This is effective in campaign, but in battles this just doesn't do enough before the enemy has a counter that causes everything to crumble.
3. Lizardmen cannot establish aerial dominance. Other factions get griffons, wyverns, vargheists, and dragons. Lizardmen get scaly birds and a feathery snake. The blowpipe terradon riders are basically the fell bats of the Lizardmen roster, and they have no means whatsoever to challenge the much bulkier flyers that other factions bring with their abysmal ranged damage. Ripperdactyls are the same, their strength is swooping down on and dispatching infantry, with only their RoR having an anti-large bonus that ultimately still won't trade into other flyers. The Fireleech Bola terradons and the Coatl are meant to support the ground units, with the Coatl giving disrupting spells and the ability to conceal important units on the approach, and Fireleech bolas being the only decent ranged unit the Lizardmen has that isn't attached to a dinosaur...just attached to a flying reptile that's easily shot down with archers instead.
4. Lizardmen cavalry is mediocre and expensive. Cold one riders aren't worth much in a fight even with the rampage being removed due to their abysmal speed. The only passable cavalry they have is Horned Ones, and they're insanely expensive and their uses are few, while also being easily caught and killed by other cavalry. Not much else to say about that, just the one mean of moving fast on the ground they have access to is not really all that fast or all that effective in combat.
The Lizardmen faction has always been about rushing into melee, but in Warhammer 3 they just don't feel good at doing so anymore compared to 2. Saurus can barely trade effectively into even chaff units like high elf spearmen or Tomb King skeleton warriors (to say nothing of Tomb Guard or Nehekhara warriors) and are insanely expensive at 800 supplies each, Temple Guard have never been worth their asking price and remain as such, being an almost inconsequential upgrade from Saurus spearmen. The only time skinks are combat effective is when they're riding on the back of a large, prehistoric monster, and they serve little purpose besides cheap chaff to throw at the enemy en masse or trying to sneak in and capture the point. Their casters are good, but a small consolation when the main strengths of the faction have fallen from grace in Warhammer 3.
In short, their units are too expensive and/or too weak, or otherwise have too many counters that they in turn have no answers to. Saurus are their bread and butter, but their expense and apparent nerf from Warhammer 2 mean that their one bastion to hold against the enemy is broken, because they simply cannot have enough of them on the field at one time because of their cost and they die and break much more easily than in the past. Skink units are just not good enough to fall back on, even en masse, and monsters are easily focused down without infantry backing them, so there's ultimately little the lizardmen can do once their saurus break because they'll never have the supplies to replace them once they're gone.
In fact, one of the main problems I've had is simply not being able to send out units because they're too expensive to summon. If the lizardmen player loses the initial engagement and their units break off the field it's game over; the enemy will get an entire military force and the lizardmen player can only summon in Saurus and some skinks piecemeal only for them to be immediately smashed by superior numbers so that by the time they have enough supplies to summon more, the ones they've already summoned have shattered off the field again.
Without Saurus, the lizardmen are nothing, and Saurus simply don't stick around anymore. They are especially menaced by undead factions, with the Vampire Counts just easily outdoing them in melee with their infinitely larger and more cost effective armies, stronger magic, and powerful monsters, and the Tomb Kings being the Tomb Kings.
I know I'm a broken record, but sadly the meta is tier 1 and tier 2. The vast majority of the units above that are priced too high. Multiplayer really needs an 'elite' status for units.
Honestly, its the same for a lot of factions in campaign too. Especially in terms of upkeep.
so funny watching multiplayer tier list as a campaignguru, basically the opposite for every race xD
Nice vid! I appreciate the honest assessment. Nehekhara warriors don't have bonus vs inf, and previously they've been viewed as the least useful TK infantry (incorrectly). But while they're not bad, tomb guard are pretty clearly much better for the price.
Again, really wish you did honourable mentions for the factions with Marauder Horsemen
Bootleg Empire got shotguns, by Dawi is still missing their Grudgerakers....
I think feral cold ones are the best lizard unit by alot. 90 armor on such a cheap fast unit is crazy.
I’ve been calling them khornedogs for so long I briefly forgot what they were actually called…
"Lizardmen feel verry aliens to me", well Turin, you don't know how close to the truth you are
I suspected that Marauder Horseman of Tzeench were broken in some way, but now I'm sure.
Tfw when you don't have a Ironhail waifu to flip you upside down, put you in the trash can and blast you into another dimension
For lizardmen I would say arc of Sotek, so much dmg and almost always pays for itself :)
Man, I remember when the Wagons first came out they were _so_ bad that it was literally you trolling picking those up.
Tzeentch doesn't feel like a magic trickster, but just a bunch of kids throwing water with a fire illusion cast over it.
Not sure why you think Squigs would get 70 Leadership in combat because unless the sources I'm looking at are outdated, they got 36 Leadership base and get another 12 from Squigs go wild, so they'll end up just shy of 50, which still would be considered quite bad on most units (it's still worse than the base leadership of pretty much any other warbeast in the game, disregarding hounds).
I think he misread their speed for their leadership.
I would love a worst unit for each faction video.
Hey! sorry what does SCMS means on total war context? You mentioned it on the Skyhammer along with chariots
I can see the reason behind your picks but with my playstyle this list fits way more:
Beastmen: Centigors with Throwing Axes - Great single entity damage, amazing screeners, sooo fast. I always bring 4.
Dark Elves: I'm not sure if Morathi counts, but if she doesn't then I agree Corsair handbows hands down.
Grand Cathay: Terracotta Sentinel
Khorne: Flesh Hounds - agreed
Norsca: Maraduer Horsemaster - agreed BUT you also need Skinwolves.
Skaven: Yes globadiers are strong BUT for me it is just the Ratogres.
Tzeench: Warpgrinder - Strong missiles and then he just doesn't die dishing out TONS of damage. Absolutely essential in domination.
Warriors of Chaos: Nurgle Warshrine - just fucking damn that unit and mount option.
Brettonia: It's still Questing Knight sorry.
Dwarfs: Miner Blasting Charges for me - I do like explosions.
Greenskins: Squig Herd -agreed
Kislev: both Sleds (and Little Grom)
Nurgle: Warshrine - I fucking hate that unit.
Slaanesh: Hellstriders of Slaanesh are probably the best but I wanna give a shoutout to Chosen with Immune to Psych. And Mirror Guard
Vampire Coast: Animated Hulks - Tons of damage and roadblock for FIVE HUNDRED? Yes Depth Guard is super strong but it won't stop a goonsquad running towards your lord. These guys will.
Wood Elves: Glade Guards - agreed
Empire: Hammer of the Witches - wins game by itself if played properly. Sunmaker is kinda sketchy, in non dom.
High Elves: Fireborn - Best cav in the game.
Lizardmen: The Cold One cav. - Each of them are good but the best is probably the Spear variant. Good leadership AP damage on each of them, high mass. They can control the battle like very few cav can. Also in domination you pretty much have to bring an abhorent amount of them to keep pressure on.
Ogre Kingdoms: Hunter on Stonehorn - Animations make him kinda hard to pin down, and while he is easy to focus shoot, he does have a get out of jail for free card and when unanswered Holy Shit they rock.
Tomb Kings: Ushabti Greatbows - Funny you put Leadbeltcher for Ogres then don't even talk about greatbows afterwards XD
Vampire Counts: Bloodnights - Outright overpowered combined with Kemler. Healing to their cap, they can rack up 3000 value easily.
I'm not really a multiplayer player but I find these vids interesting. Just curious what "scm" stands for because you mention them a couple times.
He’s actually sayin “SEM” which stands for Single Entity Model, such as a dragon, or a lord
Hope that helps!
@@kernolius3585 ahhh thanks! I was thinking SCM maybe meant single character model so was on the right track haha
So much content being pushed out!
It’s not just marauder horsemen who attack with melee in front and ranger in back. Most ranged units will continue to use their ranged if they are not in direct melee but the front of their unit is. You can test this with multiple units. It’s just most players make a thin line so the ranged typically get engaged all at once or the units melee is so bad the front line dies so quickly you can’t really see the units back line use ranged attacks.
Moneyball Oakland Athletics type vibe. My vote is Arcane Phoenix for HE
^This
I'd give marauder horsemaster to norsca. they don't have much else going for them though. I guess access to lore of shadows, rage, and marauders.
Probably chosen of the gods ushabti great bow for tomb kings. Thing has like 250 range, explosive damage, and almost 50 MD 90 armor so even if you dive them with furies they probably beat the furies in melee. They're the dps behind the 3k gold worth of 10 infinite hp silver shield skellies.
Is kislev missing from this? You would probably give it to the basic kossar. I'm not sure I don't play much Kislev.
For the crypt ghoul comparison nurgle's spawn are not considered the best and they have unbreakable. But I'm forgetting crypt ghouls do too.
I haven't used bombers much as coast due to ammo but I do like animated hulks.
How did empire war wagons go from being a meme tier unit to the second best empire unit in the game?
@BftBG777 Also, they fixed the bug that made their shooting less effective than it was intended to be.
They got this buff in patch 2.0
Base Missile Damage: 3 → 5
Armour-Piercing Missile Damage: 15 → 25
Run Speed: 50 → 66
@@FierceMusic They only got a speed and mass increase, the buffs to DPS is false, DPS got nerfed.
Can I play domination mode against AI so I can get to grips with team building for that format or is it just limited to land battles?
That blessed trebuchet video overlay 😂
"The lizard men feel very alien to me", well they are, so.
so:
beastman: meme unit
dark elves: yaarrrrr
khorne: who let the dogs out?
norsca: bug
skaven: Shot put
tzeentch: magical bug
warriors of chaos: im fast as fuck boi
bretonnia: knights suck
dwarfs: fortunate son
greenskins: blood ball
kislev: Narnia queen
nurgle: stinky bug
slaanesh: im fast as fuck boi
wampire coast: under the see guard
wood elves: standard unit
deamons of chaos: who let the dogs out?
empire: fear me kholek! future unit: wh2 meme unit
high elves: spearman and archer in one? got it
lizardman: doom music intensifies*
ogres: holy sh1t they handle cannons!
tomb kings: WEEE RUUUUUUUUUULE
wampires: better then nurgle!
Basically sums it up
Meta war wagons... never thought I'd see the day
After seeing how good bear warsleds are, war wagons were just one speed buff away from being meta.
Love these videos
The meta always changes
Also love the speech bubbles
Is the bug on horsemaster still something at the moment ?
Oh my Emperor. War wagons, a meme trash units back in w2, is now best unit for the empire in domination. I love this games for that. There are amost no ,,useless neverpick'' unit in it. Malus was a meme back in w2, now he is kinda in ,,meta''.
so basically the only unit that stayed in the spot as the strongest unit from wh2 is the chameleon skink?
@ 10:00 flying Slaanesh lord, what ?
I have to ask why you didn’t make the crane gunners the best unit for Kathy, if they still have the over penetration they added a while ago they were busted
Make a video telling the devs we need End Game Crisis Options for multiplayer campaign!
Never played multiplayer in this game, shocked to hear you can spend all of a ranged units ammo then get a full refund for it, that's just asking to be broken wide open.
The ogres were briefly mentioned and were even roasted for not having much going for them. I feel like CA really hates ogres and is doing everything they can to nerf them to the ground, especially in multiplayer. CA, please fix this ASAP.
Speaking of Nurgle units being bad compare to another faction's equivalent, don't look at the GUO vs Terracotta Sentinel. You'll probably be sad.
They really need more bound spells tbh, that or anti-large. One cast of Stream of Corruption and Pestilent Miasma is an absolute joke. Its funny cause in campaign its the complete opposite, when maxed out Ku'gath's GUO's are absolutely insane.
4:16 Back up, you're saying Marauder Horsemen are overpowered because they're doing the same thing as foot ranged on guard stance have done for a while?
Its fine if that is intentional. But its not reflected in their pricing. They are not substantially more expensive than other cavalry that don't have this feature.
I’m sorry but it’s lore accurate for beast men to suck. Literally they are only useful/obtained victories when attacking undefended towns. Like even goblins have better success rates because they actually use tactics
Tomb Kings 'hands down the strongest faction in the game'...but we never see replays of them. As a TK stan this makes me sad.
Same here for Slaanesh)
There's a TON of Tomb Kings in the tournament shows. The individual battles that Turin posts are mostly his games and he plays Empire and off meta teams on purpose. TK (and Slaanesh) are absolutely not that.
@@timothymallory6706 I'll have a poke around the tournament VODs! Cheers.
I gotta ask, what does SCM stand for?
S-E-M single entity model/monster
@@tungdil2 Thanks!
i'd say i like grenade launcher best on the empire roster
Dude this was an excellent informative video. But honestly I've spent 90% of my attention watching how beautiful Warhammer 3 is xD
Brettonia trebuchets would be nice if they didn't miss 2 out of 3 shots
A dlc for Nurgle with blightkings and blightlords, helmed by the Glottkin, would be sick.
So this is best low tier units, what about top tier? Because shades with dual weapons or greatswords are soooo much better than the corsars
I think youre right about chem skinks.
And crypt horrors have AP which I dont think spawn do
On the crypt horror point the AP is misleading. Spawn have 10 less AP damage and 100 more base damage (not counting BM spawn who only have 70 more base WS).
In all circumstances Spawn deal more damage but the lower HP and lack of regen makes them less durable. To be fair both units need some kind of nerf when compared to most monstrous infantry.
Make ogres great again
They do friendly fire... that actually makes them better hmmm yes-yes!
Demons of Chaos dont have acces to Hellstriders?
They are mortals...riding a demon haha
weird, many of these i'd pick in Single player as well. well i guess for dark elves it'd be darkshards
Yes!! Thank you Turin!
Definitely should update this video. After patches etc.
Loved the 5 mins of this video I watched and I LOVE your vids, I just cannot stand Domination matches and I really cannot say why if I'm honest, I just don't find them fun or entertaining.
So IF, as a land battle fan, I only really care about Land Battles... Is there really a difference in what you would pick as the best unit? 🤔
You shouldn't lick any of the units, to be fair, regardless of which battlefield you find them on. :l
@@Pewling 😂 😂 great spot. Never comment while drunk
How are tombguard amazing? They get blown up like every other skeleton by low cost magic because of their low armor, have crap melee attack compared to chaos warriors which only cost 100g more but have twice the armor and significantly more holding power. I’m just lost on why you think TK is the strongest faction. All their constructs have dog ass melee attack and defense except for maybe necro knights and sphinx (which I think is terribly gold inefficient for what you simply need in a antilarge unit) so you need lord aura to baby sit them all game. TK is just a flexible faction..not the strongest in any one play style
People believe they're the strongest faction because they have the highest win rate in multiplayer, and crush other factions in a battle. Tomb Guard have great stats and get lots and lots of free healing from Lore of Nehekhara passive and Realm of Souls.
I'm pretty sure he thinks they are the strongest faction because they have the best win rate in domination play and are one of the go to picks for ultra competitive players when they aren't banned.
Have you actually played them in WH3? In WH2, they got shredded by wind spells, especially burning head. But those kinds of spells are not so powerful these days and the spells that do wreck them also wreck other folks' top infantry. So that's not actually a disadvantage. And the healing passives for TK is more powerful and more frequent than before. So, yeah, maybe you take more damage with your Tomb Guard than Chaos Warriors, but you don't break and you get healing (especially if you also have Lore of Nehekara passive and not just the army ability).
As far as constructs go, Sepulchral Stalkers and Ushabti Great Bows are the only ones that get a lot of playtime, though you sometimes see Tomb Scorpions. I have seen folks use Heirotitans and Bone Giants, but that's usually pretty niche. The core of the army is Tomb Guard, Great Bows, Nehekara Horsemen & Nehekara Warriors, and Artillery.
@@timothymallory6706 like it makes sense in dom where skeletons hold massive capture weight and gb ushabti can survive getting flanked by bats and dogs and output good damage but its just because thats the meta TK strat and no new player ever expects an unroutable faction to play defensively with long range overhead missles. they're a flexible faction thats almost like a mind game roulette of what they'll choose to bring to the table but the best strat is always GBs but again there are factions that do what they do but better. honestly, i would have voted lizardmen as best faction. very strong core infantry, cavalry, skirmishers, flankers, fliers, magic, just lacking in long range artillery.
edit: if constructs had slightly more melee stats like extra 5/5 atk and def then I would believe TK would be a strong contender for best faction but they don't and depend greatly on their lord hero aura buffs which have a diameter across the screen of about two cheeto puffs resulting in blobs where half the units aren't even attacking.
@@idle_q3699 Well, I suppose the tournament community just lacks your skill and understanding of the roster, because lizardmen get wrecked constantly by Tomb Kings, Vampire Counts, and Warriors of Chaos.
Your comments about blobs and relying on lord buffs just don't bear any resemblance to the games I see being played. Tomb Kings have powerful artillery (great bows, bone giant, catapults, and casket), durable infantry, and great mobility (Nehekara Horsemen and Skeleton Horse archers are very cost effective and the chariots are respectable also).
If Lore of Nehekara stops resurrecting their ammo, they might drop from the top spot. But there are very few factions currently that consistently beat them.
So after ca fixes the horseman and explosives demage half this list will need to be updated
Also not fair with the skaven now that they got an actual good unit, let's see you choose one after the nerf
After the nerf he will choose another unit that will get nerf shortly after lol and so on. The cycle never ends!!
I am surprised you said Black ark corsairs, always disliked the unit and heard many other say its not great at all.
This is VERY outdated brother
Tomb kings are good now!?! This pleases me
It's a sad day when the best unit in Nurgle's roster is cheap skirmish cav
What are the units in the thumbnail they look dope
War wagons
For lizardmen I would say chameleon stalkers are also up there but can’t lie trogolodon and bastildon solar engine are true cold bloods
Beastmen should be Cygor.
"you need trebuchets to kill halbards"
Hence why Bretonnia is currently a meh faction.
Hey ogres need leadbelchers to kill our halberd enemies.
Warwagons being good is kinda amazing, lol
Why do the lizardmen have such a low win rate?
They lose to the top tier factions everyone plays in comp
Despite the size of their roster they somehow manage to not have answers for allot of unit archetype such as the skirmishing chariots and Infantry that can win trades against elite armour-piercing infantry. The same goes for their lord options, while they have some good combat lords they don't have the same utility that other giga-chad lords like Malekith do and Slann are kind of bad compared to other casters due to the fact that they are extremely slow, bad in combat and aren't really better at actually casting spells than other casters. Slann pretty much get 20% WoM passive recharge and 10% mastery over SOME other caster lords (compared to most caster lords they really just have 10% mastery) at the cost of being easy to goon, lacking battlefield presence due to their speed and not being useful in combat.
please don't get CA to nerf norsca even more. haven't they suffered enough?
Rate lores of magic next
Ikit Claw is best-best rat!
didn't say bloaty bois are the best unit for VC so this whole guide is bogus
Yes mate love this vid
Funny that the faction that play almost only Cavalry theirs best unit is a shitty Arty piece
Technically, the Mark of Slaanesh downside is less armor, no? So not NO downside - just not much of one when compared to the other marks or what they get with vs 10% phys resist and ITP.
That's not the downside. All mortal Slaanesh units get the same armour as their Chaos Undivided counterparts. The mark of Slaanesh is the only monogod mark that just represents a straight upgrade over the base unit. Of course, they are more expensive than the basic chaos unit, but not more so than any of the other marked stuff and at the same time, all of the other gods have a downside.
They do not have reduced armor though, they have the same armor as the unmarked units.
Edit: to the above comment mark of Tzeentch also lacks any downside, just providing magic attacks and barrier. Those effects are a lot weaker than what the mark of slaanesh provides however.
NOOOO YOU DIDNT SAY THE WARGOR!!!! NOOOOO
BUFF MINOS 🐂🐂🐂
May sigmar bless you!