Hey, I am the submitter of this disaster battle. Thank you for winning it for me, really impressive how few casualties you got. Also I was not farming that army at the end, it was just the remnants of a forest encounter. Thank you once again!
A tip for if you didn't know, the two followers Forest Spirit and Wardancer Drums stack. So you can equip them to heroes to to get -20 leadership to enemies & +16 MA for Wardancers. Especially the drums are easy to miss since a bunch of random lords will have them. It's also why you want to get scouting to get those followers.
@TheNightkunai Thanks for the tip, but yes, I know. Wood elves are one of my most played factions but I play in a lazy way and rarely ever manage followers or bother to farm the good ones.
@@deskslam4232 Dryads yes, Tree Kin and Treemen wont care too much about flame cannons or non trollhammer irondrakes. And Durthu gives them ward save and flame resist regardless
With how slow Dwarfs are, especially Dwarf artillery like Flame Cannons, the Wood Elves aren't really outmatched so long as they keep out of range. Can't be turned into charcoal if you stay out of range of their flame units.
Dwarfs are slow, until they're not, either because you're fighting Grombrindal (and his Bloodletter-speed warriors) or because they stacked enough Infantry Speed buffs (through tech & skill tree) that if they get their charge anim they just don't stop (until they do but it always takes forever). Also Slayers aren't Fast (for a Dwarf) they're just Fast (for Infantry)... most infantry
@@graljoffrewithoutanarmy860 1-1 basically all Welf units will be faster than the dwarven counterpart. Wardancers got 46 vs slayer 40, and welfs have an easy speed increase in every skill tree. Running mixed armies with mostly Glade Guard (with hagbane tips for increased AP) allows you to basically take on every dwarf army. Cav/Flyers for arty, Glade guard for slayers, and then slowly take them apart if necessary, since you'll have a complete speed advantage.
I wonder if Dwarfs would be better or worse if they were just hard-coded to always take a defensive stance and never chase units. Just stand there until all friendly ranged units were out of ammo, then move in 1 solid formation and never split up so you cant just do what Legend just did x) ...they would probably just get obliterated by magic if they blobbed though
@@konsmiddel lmao yeah for everyother game I cannot play without control groups but in slow paced warhammer battles he is so right in microing units individually by banners so you know when has to break them out it's gonna be a big spread, pleasing battle to watch.
Seeing a battle like that pop-up would definetly incentivise me to just auto-resolve and take the defeat in Warhammer. In previous Total War games you could fight to the death against 1-2 stacks, even with only a handful of units to do as much damage as possible since replenishment only happened in settlements. Now I feel like the AI replenishes in 1-2 turns anywhere and a battle like this I wouldnt bother even trying because of that.
You can try focusing on killing of certain units completely so they can't advance on you as fast and there is always a chance they'll merge some of their units after a battle like that. Tho I get you, if the campaign is going fairly well I usually can't be bothered and will take the loss, especially if I'm annoyed by them pulling out another army out of their ass while having no regions, just gonna bring my doomstack from other side of the map.
You are very happy fun and make me have special good feeling when I watch your video. Thanks, it's like meeting my favorite sports squadron every time!
I have a question reagarding Waywatchers vs Deepwood Scouts(Swiftshiver Shards). Which one is better? One one side the Waywatchers have more range and armour-piercing damage but the Scouts have 20 more models which all shoot twice if using the swiftshiver version.
So it depends, if you want to min max then waywatchers would be better against armored enemies (like dwarves) while scouts against something like the savage orcs (a bit more damage output and magical attacks to negate the resistance). Now for the math (I support myself with a site that has all the stats listed so if there is anything inccorect in the stats correct me), the Deepwood scouts have 14 normal damage and only 4AP per arrow X2 28 normal and 8AP per volley per enitity, dwarf warriors have 85 armor which means that that for every attack with normal damage that hits them they'll negate beetween 85 and 42.5% damage (on average 63.75%), whit deepwoods scouts damage output it means that they'll deliver 9.075 damage per arrow on average, times 160 arrows (everyone shoots 2) makes 1,425 damage per voley against dwarf warriors on average. For Waywatchers average damage per shot would be 26.375 and per volley 1,417.5. But for someone like ironbrakers, who have 125 armor, the average normal damage reduction would be 93.75% which makes the Deepwood scouts volley 780 damage on average and the waywatchers volley 1,237.5 damage. That is all assuming that all the shots hit and none of them goes into overkill of the same entity (can happen quite often with those very accurate units) and also not counting the shields or other resistances. As you can see the deepwood scouts would be slightly better against less armored enemies but their damage isn't that much higher either way and a bit higher range of waywatchers also adds up as they can outrange more units and not get themselfs in as much danger when shooting while being vastly superior against any higher armored enemies and because of their higher accuracy higher against small single entites.
Fucking hell I am aso mad looking at Bow wielding Heroes and Lords they make me wanna kill myself with that slow ass reload time, lack of accuracy, bad targeting, low damage output and generally no killing power. CA seriously need to rework them by a lot, the only Lord that actually feels okay is Druzhina and Alith Anar that's it.
@@planomathandscience how was that fine did you see how long it took them dish out any damage? Shooting at same Gyrocopter, also Lords with Bows got line of sight issues if you keep them at the back
@@CapybaraConnoisseur89 Ranged heroes are guaranteed to get value & are decent in combat. Also Glade captains and waystalkers basically don't miss, They have homing ammo. They are great at dealing with SEM's, especially smallers ones as they rarely miss (assuming you are considering terrain). Prey of Anath Raema is a great net ability for focus fire, and they have 3 uses of an ability that deletes half a unit. Welfs are a perfect example of how to do ranged heroes, they are core to most army comps. All bows have line of sight issues :c
They only have issues if you go beyond rated voltage, playing at stock is fine and legend is definitely playing at stock. He doesn't care to muck around with settings, he said so himself.
Have wood elf lords and heroes always had insane aimbot, I was playing against them the other day and arrows were doing a 180 after id dodged coming back to hit gelt
The long run answer to housing prices is flat-out, unambiguously to raise property taxes and crush speculation in real estate. Do it by starting with a high floor or exempting current primary residences, but you have to flatten costs with taxes or this problem will not be solved.
Hey, I am the submitter of this disaster battle. Thank you for winning it for me, really impressive how few casualties you got. Also I was not farming that army at the end, it was just the remnants of a forest encounter. Thank you once again!
A tip for if you didn't know, the two followers Forest Spirit and Wardancer Drums stack. So you can equip them to heroes to to get -20 leadership to enemies & +16 MA for Wardancers. Especially the drums are easy to miss since a bunch of random lords will have them. It's also why you want to get scouting to get those followers.
@TheNightkunai Thanks for the tip, but yes, I know. Wood elves are one of my most played factions but I play in a lazy way and rarely ever manage followers or bother to farm the good ones.
@@Rdgfgaweq Fair enough, I usually only do it for a few armies, as the rest are all just braindead stacks of hagbane tips.
Local tree too angry to burn
The one time you want tree acne in the map and it's completely barren of trees.
But if ur playing high elves or skaven thats not moulder…
Those flames would have demolished his tree units, but I get what you're saying nonetheless.
@@deskslam4232 Dryads yes, Tree Kin and Treemen wont care too much about flame cannons or non trollhammer irondrakes. And Durthu gives them ward save and flame resist regardless
Your first mistake: bringing Durthu with an Elven army.
A title and thumbnail worthy of becoming a metal cover
With how slow Dwarfs are, especially Dwarf artillery like Flame Cannons, the Wood Elves aren't really outmatched so long as they keep out of range. Can't be turned into charcoal if you stay out of range of their flame units.
Dwarfs are slow, until they're not, either because you're fighting Grombrindal (and his Bloodletter-speed warriors) or because they stacked enough Infantry Speed buffs (through tech & skill tree) that if they get their charge anim they just don't stop (until they do but it always takes forever).
Also Slayers aren't Fast (for a Dwarf) they're just Fast (for Infantry)... most infantry
@@graljoffrewithoutanarmy860 1-1 basically all Welf units will be faster than the dwarven counterpart. Wardancers got 46 vs slayer 40, and welfs have an easy speed increase in every skill tree.
Running mixed armies with mostly Glade Guard (with hagbane tips for increased AP) allows you to basically take on every dwarf army. Cav/Flyers for arty, Glade guard for slayers, and then slowly take them apart if necessary, since you'll have a complete speed advantage.
I wonder if Dwarfs would be better or worse if they were just hard-coded to always take a defensive stance and never chase units. Just stand there until all friendly ranged units were out of ammo, then move in 1 solid formation and never split up so you cant just do what Legend just did x) ...they would probably just get obliterated by magic if they blobbed though
@@graljoffrewithoutanarmy860I'm convinced Grombrindal just juices his units with whatever he's also on... man is a menace, amazing free lord.
Your videos are really helpful for me, and a lot of other people. Keep up the great work!
Begone, SlaaneshBots!!
Some don't even try to scam you, they are just annoying.
Yess. Get irritated by them. Join chad Tzeench instead!
@@jakubs.5966 KNOWLEDGE IN BIO
@@jakubs.5966 I love Tzeentch, but I wonder what Tzeentch bots would be like on UA-cam lmao
I actually appreciate the bots. They've driven away the "First" morons.
you know it's bad when legend breaks out the control groups
To be fair he's been using them alot lately. You know its REALLY BAD when Legend looks for the banners
@@konsmiddel lmao yeah for everyother game I cannot play without control groups but in slow paced warhammer battles he is so right in microing units individually by banners so you know when has to break them out it's gonna be a big spread, pleasing battle to watch.
Seeing a battle like that pop-up would definetly incentivise me to just auto-resolve and take the defeat in Warhammer. In previous Total War games you could fight to the death against 1-2 stacks, even with only a handful of units to do as much damage as possible since replenishment only happened in settlements. Now I feel like the AI replenishes in 1-2 turns anywhere and a battle like this I wouldnt bother even trying because of that.
You can try focusing on killing of certain units completely so they can't advance on you as fast and there is always a chance they'll merge some of their units after a battle like that. Tho I get you, if the campaign is going fairly well I usually can't be bothered and will take the loss, especially if I'm annoyed by them pulling out another army out of their ass while having no regions, just gonna bring my doomstack from other side of the map.
won a crushing defeat with tomb kings against dwarfs recently. 2 vs 4, it was modded so arkhan was flying, but still felt good
Tbh Durthu's rage makes him burning inside so hot I doubt any flame can burn him from the outside
Aaah yes, Durthu bleeding human blood xD
It’s all fun and games until the tree starts talking
You are very happy fun and make me have special good feeling when I watch your video. Thanks, it's like meeting my favorite sports squadron every time!
gotta admit this was impressive strategy there
No forest spirits??! Of course he needs the Crown without them...
really enjoyed this one, thanks!!
interresting army komosition, i would have gone with cheap crap only :D
I have a question reagarding Waywatchers vs Deepwood Scouts(Swiftshiver Shards). Which one is better? One one side the Waywatchers have more range and armour-piercing damage but the Scouts have 20 more models which all shoot twice if using the swiftshiver version.
So it depends, if you want to min max then waywatchers would be better against armored enemies (like dwarves) while scouts against something like the savage orcs (a bit more damage output and magical attacks to negate the resistance). Now for the math (I support myself with a site that has all the stats listed so if there is anything inccorect in the stats correct me), the Deepwood scouts have 14 normal damage and only 4AP per arrow X2 28 normal and 8AP per volley per enitity, dwarf warriors have 85 armor which means that that for every attack with normal damage that hits them they'll negate beetween 85 and 42.5% damage (on average 63.75%), whit deepwoods scouts damage output it means that they'll deliver 9.075 damage per arrow on average, times 160 arrows (everyone shoots 2) makes 1,425 damage per voley against dwarf warriors on average. For Waywatchers average damage per shot would be 26.375 and per volley 1,417.5. But for someone like ironbrakers, who have 125 armor, the average normal damage reduction would be 93.75% which makes the Deepwood scouts volley 780 damage on average and the waywatchers volley 1,237.5 damage. That is all assuming that all the shots hit and none of them goes into overkill of the same entity (can happen quite often with those very accurate units) and also not counting the shields or other resistances. As you can see the deepwood scouts would be slightly better against less armored enemies but their damage isn't that much higher either way and a bit higher range of waywatchers also adds up as they can outrange more units and not get themselfs in as much danger when shooting while being vastly superior against any higher armored enemies and because of their higher accuracy higher against small single entites.
@@domanerus thx
I'm a real, 100% authentic non-bot!
Fucking hell I am aso mad looking at Bow wielding Heroes and Lords they make me wanna kill myself with that slow ass reload time, lack of accuracy, bad targeting, low damage output and generally no killing power. CA seriously need to rework them by a lot, the only Lord that actually feels okay is Druzhina and Alith Anar that's it.
The heroes are fine. Use the items they can get and the skills.
@@planomathandscience how was that fine did you see how long it took them dish out any damage? Shooting at same Gyrocopter, also Lords with Bows got line of sight issues if you keep them at the back
As an Oxyotl one trick I agree. Ranged lords feel really bad.
@@CapybaraConnoisseur89 Ranged heroes are guaranteed to get value & are decent in combat. Also Glade captains and waystalkers basically don't miss, They have homing ammo. They are great at dealing with SEM's, especially smallers ones as they rarely miss (assuming you are considering terrain). Prey of Anath Raema is a great net ability for focus fire, and they have 3 uses of an ability that deletes half a unit. Welfs are a perfect example of how to do ranged heroes, they are core to most army comps.
All bows have line of sight issues :c
Have you not played with the sisters of twilight? Unless they got nerfed for Warhammer III, the wood elves have the most OP bow LL in the game.
I don't think it saved. End of turn didn't fully play out. Dude's getting this file back in the same exact situation.
The game autosaves during the pre-battle screen on legendary difficulty
Hey @Legendoftotalwar, I've seen videos from Gamers Nexus about Intel CPUs having lots of issues, I hope yours is doing ok
They're fine. Don't believe fanboy bullshit on the web.
They only have issues if you go beyond rated voltage, playing at stock is fine and legend is definitely playing at stock. He doesn't care to muck around with settings, he said so himself.
Thanks guys for the clarification
why the AI keep standing guys?
Have wood elf lords and heroes always had insane aimbot, I was playing against them the other day and arrows were doing a 180 after id dodged coming back to hit gelt
makign char kin coal Dawi industries needs coals for smelting..
Man it's only 3 minutes and the swarm already here
damn didn't take my nemesis crown one man doomstack durthu with a chainsaw but takes the disaster battle.
Probably because you used a mod to get the Chainsword. Legend doesn’t like mods.
@@maxpower3990 no I used the changeling and picked durthu for the form. The changeling as durthu is actually just significantly stronger.
Whats up with the bots?
Surgical
The long run answer to housing prices is flat-out, unambiguously to raise property taxes and crush speculation in real estate. Do it by starting with a high floor or exempting current primary residences, but you have to flatten costs with taxes or this problem will not be solved.
wood elves perform a lot better on the field than autoresolve add legend tactics into it and GG ez
never seen legend dodge that bad in a match
I'm not a bot.
Sounds like something a bot would say... I smell slaanesh corruption 😂
Tzeentch getting into the bot game too, I see...
legend take me
I cant support violence against dwarfs.
02:12
That's what she said.