Good vid. I'd prioritize number 9. I kept feeling like I needed to protect my heardstones which would keep me in one area longer than needed. Big mistake on my part.
Winds of Malady gives plague AND makes all armies winded in battle but yours AND slows their movement in you blood-grounds. It makes intruders easy pickings The other building is the one that gives more winds of magic and line of sight iver the entire Blood Grounds. Using both buildings makes it super easy to defend your herdstones, able to see enemies miles away and slowing their approach as well
Fantastic breakdown!!!
Glad you liked it!
Love your videos my guy, the quality and content is alway top notch!
I appreciate that! Thanks
Not you calling my boy Khaz - Ungor 😂😂😂 the Brayherds of the One Eye will show you no mercy
Haha
Good vid. I'd prioritize number 9. I kept feeling like I needed to protect my heardstones which would keep me in one area longer than needed. Big mistake on my part.
Yeah once a ritual is done you dont really care about them again
Winds of Malady gives plague AND makes all armies winded in battle but yours AND slows their movement in you blood-grounds.
It makes intruders easy pickings
The other building is the one that gives more winds of magic and line of sight iver the entire Blood Grounds.
Using both buildings makes it super easy to defend your herdstones, able to see enemies miles away and slowing their approach as well
yeah a surprisingly defensive faction despite being all offense based in other mechanics
9 is most important, once a heardstone is cashed out it's never worth trying to defend it
Yep! Very rarely you want to, mainly to prevent recolonization of a whole region by a strong enemy or just skaven!