Are Savage Orc Arrer Boyz Any Good in Patch 6.0.3? - Greenskins Unit Focus

Поділитися
Вставка
  • Опубліковано 11 січ 2025
  • Well these are more savage! And faster, since they have less armor. Why do they have 10 more mass? Muscle. All muscle. I'm cool with that.
    Anyway, they have interesting quirks so take a closer look at the more primal side of archery!
    #totalwar #warhammertotalwar #tww3 #offtobattle
    Please Like, Subscribe, comment and consider donating through my Ko-Fi page listed below!
    ko-fi.com/offt...
    The Off to Battle unit focus format uses combat demonstrations from Skirmish vs. AI, background music and voice commentary, including:
    Intro
    Stat breakdown including hidden stats
    Common lord/ tech tree buffs applicable factionwide
    Tips, tricks, advice, maybe a secret or two!
    Bonus footage, playing out the battle once the voiceover is done so you can enjoy the sights and the music
    Today's BGM: Clash of Gods by Quincas Moreira (UA-cam Audio Library)
    Total War Warhammer 3 Immortal Empires, Thrones of Decay DLC Patch 6.0!

КОМЕНТАРІ • 36

  • @david7019
    @david7019 7 днів тому +15

    I still remember diving these guys with fell bats in TWW1 and coming back after microing a different part of the battle to find my bats wiped out

    • @OffToBattle
      @OffToBattle  7 днів тому +3

      Yeah, that's exactly the kind of situation where "decent melee combatant" bites opponents relying on chaff that dive archer units like they're Winston in Overwatch... without the tankiness.

    • @spoof6023
      @spoof6023 7 днів тому

      @@OffToBattle winton overwatch mentioned in a total war video lmfao i love you man. i feel a lot of total war content creators ignore low tier units so its nice seeing such thorough dives of all units.

  • @dac314
    @dac314 7 днів тому +11

    Any other type of bow unit you think "ah-ha, light work for my hounds!" With Savage Ork Arrers, you think "a few arrows won't be too bad"

    • @OffToBattle
      @OffToBattle  7 днів тому +3

      I'm only laughing because I know it's true...

  • @guitarhausdoesntknowwhatac3285
    @guitarhausdoesntknowwhatac3285 7 днів тому +4

    There is something to be said for having a unit that can dump it's munitions and then plow into melee in the latter portions of a fight where their enemies have been softened up by protracted combat. Also having 25% physical resistance makes trading with most archer units fairly viable (especially after you slap some armor on them).

    • @OffToBattle
      @OffToBattle  7 днів тому

      Even without the tidbits of armor they're pretty viable at that. Plain Arrer Boyz would be if they weren't likely to be shot to pieces mid-charge first.

  • @murk336
    @murk336 7 днів тому +3

    @3:10-3:20 I noticed my archers doing this mid battle at key skirmishing moments. Fucks everything up and is extremely infuriating. Not sure if this is new but never happened to me before and now it’s happening almost every battle when I’m using shades or other fast moving infantry skirmish.

    • @OffToBattle
      @OffToBattle  6 днів тому

      Well there's always been some issues out there, but you're the second person who noticed that part of the video "and" commented... you just try and work around the issues.

    • @takyondg
      @takyondg 5 днів тому

      It's a recurring bug, it was fixed for a while but now appears to be back... sigh

  • @kevingriffith6011
    @kevingriffith6011 7 днів тому +7

    Something else worth mentioning: These boys use Fists of Gork *really well*. The buff to melee defense it provides is extremely significant, making them temporarily tougher and harder hitting than standard ork boyz in melee. I've seen them krump ork boar boyz in one on one fights with one casting of Fists of Gork and no assistance from other archers, and just imagine what they can do when backed up with the rest of your ranged boys!
    Naturally, I wouldn't be charging them into the enemy frontline just to take advantage of this, but when you can use a single casting of Fists of Gork to substitute keeping several squads of melee infantry back to protect your archer line, I'd say it's absolutely worth the investment of winds: Those boys will do more damage on the front than a foot of gork or brain bursta ever could.

    • @OffToBattle
      @OffToBattle  7 днів тому

      That's definitely an interesting one. I haven't played non-Grimgor enough to have all the spell synergies by heart so I've learned something today, thanks!

    • @kevingriffith6011
      @kevingriffith6011 7 днів тому

      @@OffToBattle Yeah, it mostly just comes down to Arrer Boys and Savage Arrer Boys main weakness being their low melee attack and defense: Fists of Gork solves both of these problems nicely. Really, though, any melee defense buff you can give them will pay off big time in the things they can fight one on one, it's just that greenskins lore books tend to lack strong defense buffs.

    • @TheGreatDanish
      @TheGreatDanish 7 днів тому

      @kevingriffith6011 I never thought of that and I've got probably 40 campaigns as the greenskins under my belt. Imma use that.

  • @aprinnyonbreak1290
    @aprinnyonbreak1290 7 днів тому +1

    Better than the vanilla arrer boy, in my experience. The speed and physical resistance gives them an identity besides "archer that you can afford to blunder", which makes that more an upside and side perm to a more robust archer that can take flank positions and win archer fights well.

    • @OffToBattle
      @OffToBattle  7 днів тому

      They are better, yes. Either way, good to abuse the ones you do have.

  • @takyondg
    @takyondg 7 днів тому +2

    @3:23 feels real bad to see ranged units doing this stuff again where they mill about in a big circle during even minor move orders

    • @OffToBattle
      @OffToBattle  7 днів тому +1

      Yeah, but I feel you need to put the good and the bad in a video like this so people feel out how to work around the limitations. I like games where archers are extremely responsive, mind you.

    • @olafthemoose9413
      @olafthemoose9413 7 днів тому

      I'm pretty sure that behaviour was introduced in 6.0 or atleast it became a lot more prevalent. I am hoping and reasonably confident CA is going to adress this "bug" soon.

    • @caret_shell
      @caret_shell 6 днів тому +1

      @@olafthemoose9413 It feels new to me - it jumped out so much that I have to think I'd have gotten mad about it a lot more in the past. I'm not disagreeing with takyondg if they say it's been around for a bit, but this is just my recollection. It looks like every model in the unit is trying to go to the same spot _before_ attempting to turn and form up ranks again - almost like they're sand going through an hourglass. A pretty silly bug, if that's what they're doing.

    • @takyondg
      @takyondg 6 днів тому

      It was a problem at some point in TWW3 history, then fixed, now looks like it's back for now with the newest patch

  • @mattheww.6232
    @mattheww.6232 7 днів тому +3

    That is one archer unit you don't want to dive into. That lord lost more than half health and got finished off by the other.

    • @OffToBattle
      @OffToBattle  7 днів тому

      Yeah, I expected to lose. This is the classic situation where I turn back after microing something else and I'm like "Wait.. seriously!?"

  • @kirillrivkin4842
    @kirillrivkin4842 7 днів тому +1

    This is an even better version of a hybrid ranged/melee unit than Orc Arrer Boyz. Their melee damage output is legit and allows them to actually flank enemy frontline under the right circumstances. Their campaign buffs are less extensive and more brutal than Orc Arrer Boyz. But that is to be expected given their "Savage Orc" status. I would actually leave their Calibration distance the way it is, to accentuate their "in your face" nature. Again, it's impressive how many ranged options Greenskins get, even though they are not considered a dominant ranged faction.

    • @OffToBattle
      @OffToBattle  7 днів тому

      There's a lot of false advertising with the Greenskins like that. Until just now they only had two artillery units but both were quite useful... Skaven can say the same.

  • @TheGreatDanish
    @TheGreatDanish 7 днів тому +4

    I cant say it comes up often, but when it does, these lads simply stand up to far too much.

    • @OffToBattle
      @OffToBattle  7 днів тому

      I've never been a Bloody Hands player in prior games so I had never dived into the stuff hard until now. It's interesting.

    • @TheGreatDanish
      @TheGreatDanish 7 днів тому +1

      @OffToBattle I don't blame you. The only real benefit to playing them is the early foot of Gork, Grom has actual faction mechanics. Grimgor is just stronger and buffs better units, and Skarsnik is more fun. Now that we can get shaman lords, Wurzag isn't all that unique anymore

    • @MutatingManiacGarr
      @MutatingManiacGarr 7 днів тому

      @@TheGreatDanish HAHA GREEN BIG FOOT GOES STOMP STOMP

  • @joaquinjimenezbecerra5444
    @joaquinjimenezbecerra5444 7 днів тому +1

    I don't understand how CA thinks 30 armor have the same value than 25 physical resistance.
    Ap is more common than magical attack, and armor go down with vigour.

    • @OffToBattle
      @OffToBattle  7 днів тому

      They don't, they price Savage Orc Arrer Boyz higher for that reason (and restrict availability), aside from the speed issue. Now they have the "scrap economy" to balance things at the higher end too. I haven't pushed Greenskins campaigns far yet, but I'll see how far I can push the Arrer side of the coin. They have uses.

  • @klaiken989
    @klaiken989 3 дні тому +1

    Come on! Get to if Goblin wolf archers skirmishers are any good already 😅😊

    • @OffToBattle
      @OffToBattle  2 дні тому

      I might do that next, then. I've had to be restrained in my expectations from juggling some stuff and beating away winter pine allergies and stuff. (It's way better now than it was on the weekend, though.) I've used goblin wolf riders in previous game versions.

  • @wolffrdu6463
    @wolffrdu6463 6 днів тому +1

    i hate those, alway need magic to be good at killing them easily, fortunately, wood elfs have that, exempted the sister of thorn, for spell casters, they lack magical ammunitions
    edit : HO SHIT ! they didn't had that before, how the fuck well we counter their physical resistance if they danpen the magic ? well, at least wild riders still work

    • @OffToBattle
      @OffToBattle  6 днів тому

      Haha. Yeah, dampening is.. aggressive on CA's part...

    • @wolffrdu6463
      @wolffrdu6463 6 днів тому

      @@OffToBattle probably to buff the demon, and other unit that have a lots of physical resist, weirdly enough, wood elf also get those with zoat, the zoat are quite good in a forest spirit army