@@Rurumeto That would have made them immune to Terror as well, so they wouldn't route as much when charged by large monsters. This makes more sense tbh.
If that's the case then I'm not sure why they don't just get a leadership buff when close to Kroxigors. Causing Fear is thematically such a weird thing when the purpose of the buff is to make them immune to fear. @@MaledictGaming
@@yuriykaraivan8310I like to imagine that when he was still alive, he had bathroom attendants who caught his bowel movements in solid gold urns, wipe him with silk, and then ceremonially get buried alive in a secret valley alongside those urns. A great honor, to be sure.
one thing that was quite important in my eyes was that exalted flamers now spawn moving vortexes when hitting a unit with their ranged attack. not sure if that makes them better but looks cool and unique.
Skaven have Scurry Away which may offset predatory fighter since they're already faster (especially Saurus), BUT it's only 10% compared to 25% for Saurus, so I hope you're right! Early game lizardmen can be brutal when you don't have faster units to catch the rats 😕
@@benjaminrichard1979 I'm of the opinion that the Lizardmen have some of the best mods in the Workshop. Though I'll admit that I'm biased since there are a number of Game 2 mods for them that I ported to Game 3.
I really like the flavorful changes like special charges and unit relations. I hope we get more flavor like this, such as replacing Deadly Onslaught for every faction etc.
I'm happy to see Kislev cavalry being buffed as well, especially since they are so overshadowed by their bear riders. In Warhammer lore Kislev (and Bretonnia) had the best cavalry in the old world.
Meanwhile, Bretonnian not getting a single real actual re-up/revamped of their roster since freaking years... I wish Bretonnian would get finally the same very good revamped treatment the Beastmen (who were as well the butt of all factions for being ignored of any update since TWWH1) got.
Ok holy shit, I said to myself some time ago that "Since the factions in question are getting something extra, despite the lizardman weren't a focus, it would make far more sense if the lizardman got something or adjustments." And wow what heck of an adjustment, skinks getting fear means they will be immune to fear and kroxigors doing extra damage is a tad insane, they already do good damage but this is a bit insane. And the Solar engine which I think is the best siege unit for the lizardman and highest pick got even better. However despite notable improvements, still not enough.
SETTRA… GREAT KING, THE IMPERISHABLE, KHEMRIKHARA, KING OF KINGS, OPENER OF THE WAY, WIELDER OF THE DIVINE FLAME, PUNISHER OF NOMADS, THE GREAT UNIFIER, COMMANDER OF THE GOLDEN LEGION, VANQUISHER OF VERMIN, CHAMPION OF THE DEATH ARENA, MIGHTY LION OF THE INFINITE DESERT, EMPEROR OF THE SHIFTING SANDS, PRINCE OF DUST, TYRANT OF ARABY, PURGER OF THE GREENSKIN BREATHERS, KILLER OF THE FALSE GOD’S CHAMPIONS, TYRANT OF THE GOLD DUNES, GOLDEN BONE LORD, AVENGER OF THE DEAD, CARRION MASTER, ETERNAL WARDEN OF NEHEK’S LANDS, BREAKER OF DJAF’S BONDS, AND MANY, MANY MORE... has always had a glorious charge. Just now there is a stat buff for it.
Depends on how you look at it. Damage-wise, they're actually stronger now because instead of rampage (which does nothing to help them deal more dmg or win the fight easier), they cause poison, so they lower the stats of enemy units. And the new ability makes them very strong for a short time.
@@kubka4 Madness of Khaine reduced Melee Defense by 10%, so not quite nothing. Poison lowers speed and damage output by 15%, which is great on a defensive unit like Sisters of Slaughter or the Dreadspear ROR, but on Witch Elves I'm doubtful of its value.
@@OniGanon I'm trying them right now, and the new Witch Elves are blending it up pretty good. Witchbrew + Poison makes them slash enemy numbers quickly enough so that they take noticeably less damage themselves.
@@emultra759 It is not about DMG, it is about utility. You used to be able to send witches at enemy you dont want to fight other units or enemy you dont want to reposition. Now it is gone.
Grave Robber working on heroes was a major benefit from this patch. Too many ancillaries across multiple races have scopes that are not specified or don't work on heroes.
The biggest thing in these changes for me in this is that they removed the rampage contact effect from Witch Elves. People were abusing the SHIT out of that in multiplayer battles, your front line would just collapse as soon as they started fighting and then they would rampage your missiles in the second line and you'd just sit there until you lost, and there was NOTHING you could do about it. Sooooo glad for this change
My god, finally the bloom has been fixed!!!!! I recently played tzeench campaign and the bloom from the wings of the lord of change was like whatching the fucking sun
Honestly was hoping that the Dread Saurian would get a slit buff as well mainly it getting wallbreaker, increases of missile resistance, charge bonus increases or maybe a increases of armor. Was also hoping that the bastiladon would get an increase of missile resistance but over all it all looks god.
Druzhina(Дружина) translates like a squad united by friendship. Because of word Друг(friend) and verb Дружить (be friends/ have a friendship). They’re were the closest guardian squad to tsar or knyaz. Usually they are heavily armoured unbreakable cavaliers. Your “druzhina” is much like Caucasian Ataman.(actual name of your generic lord) Please spread it. It likes to call orc’s unit of goblin like “Great Sultan”
Kislev's names are all borked A Boyar should be a Druzhinik A druzhina should be an Ataman And the Ataman should be a Boyar At this point is sounds purposeful
@@Everchosen I mean, the dark elves have a Scylla monster called Kharibdyss. Sireens are written wrong. Zhangu wardrum means wardrum wardrum. Warhammer has this sort of... Weirdness
Wait. So winged lancers, Gryphon legion and Settra got an ability thay makes their charge more effective. But that bonus wasn't given to any ogres or Bretonnians, the two big charging factions?
Very glad to see the scalebacks getting some love. As much as I'm a fan of them, they've got awfully boring on the battlefield so hopefully this breathes a little bit of new life into them.
I have to say - that bloom effect being removed from the High Elves WASN'T my fav decision. Given the lore about elves, given that their whole stick in the lore books is "a shinning shield wall against chaos" and given that IMO it looked great, I think it was a bad idea to totally remove it. I honestly feel like it gave the game that fantasy feeling. But it is my personal preference, I can get why others like that it's removed.
It really hurts mods though with rampage changes in particular a modded unit has rampage once you hit start battke they immediately go into the rampage and stay that way for the entire battle.
Many of the bigger units should have immune to flanking. The dragons of the high elves are trash and die instantly if sent in combat. The elemntal bear dies to clan rats. Such creatures are so massive that your spears and stuff wont even reach them. Flanking should only count towards these large beings by other massive creatures/constructs.
I really don’t like the reuses of idle/attack animations for large entities. They first did that with Zoats reusing dragon ogres now it seems like every new monster is just reusing old animations.
Oh that Witch Elf change is BS. They had better drop their points cost to 550 or something, because that's all they would be worth without the madness effect.
Sentinels were absolutely OP anyway. Not invincible or impossible to beat, but damn... Huge HP pool, Huge armor, and huge damage that was nightmare in combination with their very unique attack animation and attack speed with splash damage that would wreck everything for a giant single entity.... Then, on top unbreakable?... Nearly abusive.
How are cathay one of the Weaker factions in battle? The great cannons, the hellstorm knock off, good archers, good frontline, good Monsters (Terrakotta sentinels) and very good Lords. If you compare that to the lizardmen who basically only have stegadons, how are they weak?
Cathay is inflexible, without keeping up the formation buffs most of their units' stats are quite lackluster compared to similar units from other factions
Book of grudges got opened once again. They nerfed reistances for belegar ancestors heroes which is a shame weakest race(till endgame if they survive)get nerf again
With the skinks having fear, it means they'll be immune to fear while kroxigors are close :)
noice
Came here to say exactly this. Last time I was this late I was fired from the Gemini project.
Interesting that they didn't go for immune to psychology instead
@@Rurumeto That would have made them immune to Terror as well, so they wouldn't route as much when charged by large monsters. This makes more sense tbh.
If that's the case then I'm not sure why they don't just get a leadership buff when close to Kroxigors. Causing Fear is thematically such a weird thing when the purpose of the buff is to make them immune to fear. @@MaledictGaming
Settra having glorious charge isnt random, its completely natural. Anything he does is glorious.
He is quite the fabulous fellow
I'm afraid what you said applies to his bathroom breaks
"Settra does not swerve"
@@yuriykaraivan8310I like to imagine that when he was still alive, he had bathroom attendants who caught his bowel movements in solid gold urns, wipe him with silk, and then ceremonially get buried alive in a secret valley alongside those urns. A great honor, to be sure.
Well its also to make people use the Chariot of the Gods in MP. Everyone puts him on a Sphinx and that is just blasphemy.
finally a buff for the lizardmen! time for another karl franz campaign
Bok
WHO CALLS?
@@MultiNokia5200 My Saurus Old Blood and his 20 stack of saurus who will eat imperial statestroops like chicken wings.
@@generalgrizzly7914 booooo
@@MultiNokia5200 boooook
Temple guards have a silver shield now
at least
What are silver shields
@@Tallborn5 better missile block chance I believe
@@Tallborn5Means their missile block chance went from 35% to 55%
About time.
Temple guards now have silver shields btw. They increased their missile block
Very happy with this change
one thing that was quite important in my eyes was that exalted flamers now spawn moving vortexes when hitting a unit with their ranged attack. not sure if that makes them better but looks cool and unique.
It definitely makes them better against infantry!
The tzeentch air force is a thing now
ahaaa.... my 99th Mazdamundi playthrough will be legendary.
Yo I never see Maz mains out in the wild. Thicc Frog Boi rise up
your 100th mazdamundi playthrough will turn you into mazdamundi
Starting my 234th Wulfhart campaign out of spite to kill maz first
@@reno239warmblood detected. Opinion rejected 🙅♂️
@@reno239 Typical floppy hat, basic b****, empire loving stan
Predatory fighter is definitely against skaven.
Skaven have Scurry Away which may offset predatory fighter since they're already faster (especially Saurus), BUT it's only 10% compared to 25% for Saurus, so I hope you're right! Early game lizardmen can be brutal when you don't have faster units to catch the rats 😕
Skaven had this before@@johncarney1263
@@johncarney1263its extremely unfun. I find myself auto resolving which makes me unhappy lol
As an Krok-Gar enjoyer this means time for a new run lol
Bok!
Kroq-Gar himself also got a buff. He now gains 1% weapon strength per rank like a regular Saurus Oldblood
@@EmeraldX2 Now his weapon dmg is comparable to Skarbrand at high levels. As it should be
Welp, time to start up yet another Kroq-Gar campaign.@@EmeraldX2
the shine fix killed me "you can finally look at your knights without the fear of going blind" xD
As a lizard man fan I’m so excited to play my 200th kroq gar campaign
Using a mod to make his start location in different places, it brings such a fun an thematic experience
@@benjaminrichard1979 I'm of the opinion that the Lizardmen have some of the best mods in the Workshop. Though I'll admit that I'm biased since there are a number of Game 2 mods for them that I ported to Game 3.
@@jedimasterdraco6950 I've enjoyed most of them quiet a lot! Don't know the ones you've worked on but thank you!!!
@@jedimasterdraco6950 man I been having a blast with the thunder lizard and the Jurassic lost calm mods💯
Those are some esoteric but very nice changes with attention to details
I really like the flavorful changes like special charges and unit relations. I hope we get more flavor like this, such as replacing Deadly Onslaught for every faction etc.
i think i might be building bastiladon/krox/skink armies early game now
Holy shit, Katarin's santa-sled has 6 horses roped in!
I'm happy to see Kislev cavalry being buffed as well, especially since they are so overshadowed by their bear riders. In Warhammer lore Kislev (and Bretonnia) had the best cavalry in the old world.
oh those jagged edges from the corruption are finally gone. My OCD can rest...
Really love the lizardmen lore-friendly buffs. Though I'm curious if the Temple Guard trait works with heroes and lords of other allied races?
It only took 20 years to get Lizardmen up to snuff with their original tabletop rules.
Those Tehen campaigns are gonna be nutty.
Skinks being immune to fear is gonna help them a lot as a frontline unit
0:49 I guess they gain fear because they can be compared to their bigger cousins
The Lizardmen need more buffs. Ex. The Dread Saurian should have considerable missile and physical resistance.
Totally unrelated comment... But man, that Carnosaur still looks great. Such an amazing sculpt
So now saurus r the only thing in the whole roster to not get fear or terror
Meanwhile, Bretonnian not getting a single real actual re-up/revamped of their roster since freaking years...
I wish Bretonnian would get finally the same very good revamped treatment the Beastmen (who were as well the butt of all factions for being ignored of any update since TWWH1) got.
They are strong enough and annoying enough as they were
Ok holy shit, I said to myself some time ago that "Since the factions in question are getting something extra, despite the lizardman weren't a focus, it would make far more sense if the lizardman got something or adjustments."
And wow what heck of an adjustment, skinks getting fear means they will be immune to fear and kroxigors doing extra damage is a tad insane, they already do good damage but this is a bit insane.
And the Solar engine which I think is the best siege unit for the lizardman and highest pick got even better. However despite notable improvements, still not enough.
perhaps the real shadows of change was the angry reactions we made along the way.
ooo that spawnkin is going to make Oxyotyl armies brutal
SETTRA… GREAT KING, THE IMPERISHABLE, KHEMRIKHARA, KING OF KINGS, OPENER OF THE WAY, WIELDER OF THE DIVINE FLAME, PUNISHER OF NOMADS, THE GREAT UNIFIER, COMMANDER OF THE GOLDEN LEGION, VANQUISHER OF VERMIN, CHAMPION OF THE DEATH ARENA, MIGHTY LION OF THE INFINITE DESERT, EMPEROR OF THE SHIFTING SANDS, PRINCE OF DUST, TYRANT OF ARABY, PURGER OF THE GREENSKIN BREATHERS, KILLER OF THE FALSE GOD’S CHAMPIONS, TYRANT OF THE GOLD DUNES, GOLDEN BONE LORD, AVENGER OF THE DEAD, CARRION MASTER, ETERNAL WARDEN OF NEHEK’S LANDS, BREAKER OF DJAF’S BONDS, AND MANY, MANY MORE...
has always had a glorious charge. Just now there is a stat buff for it.
Massive nerf for witch elves, it makes me a little sad.
Depends on how you look at it. Damage-wise, they're actually stronger now because instead of rampage (which does nothing to help them deal more dmg or win the fight easier), they cause poison, so they lower the stats of enemy units. And the new ability makes them very strong for a short time.
It is a nerf but to be fair this makes a lot more sense for them lore wise.
@@kubka4 Madness of Khaine reduced Melee Defense by 10%, so not quite nothing. Poison lowers speed and damage output by 15%, which is great on a defensive unit like Sisters of Slaughter or the Dreadspear ROR, but on Witch Elves I'm doubtful of its value.
@@OniGanon I'm trying them right now, and the new Witch Elves are blending it up pretty good. Witchbrew + Poison makes them slash enemy numbers quickly enough so that they take noticeably less damage themselves.
@@emultra759 It is not about DMG, it is about utility. You used to be able to send witches at enemy you dont want to fight other units or enemy you dont want to reposition. Now it is gone.
*Spits out coffee and cereal and milk and blood*
Holy shit is that a Kislev Lord without a BEAR!?
This is bearesy
5:16 MY EYES!!!
Grave Robber working on heroes was a major benefit from this patch. Too many ancillaries across multiple races have scopes that are not specified or don't work on heroes.
The biggest thing in these changes for me in this is that they removed the rampage contact effect from Witch Elves. People were abusing the SHIT out of that in multiplayer battles, your front line would just collapse as soon as they started fighting and then they would rampage your missiles in the second line and you'd just sit there until you lost, and there was NOTHING you could do about it. Sooooo glad for this change
Kroxigors should get movement speed for being near skinks to help them keep up in a group together.
We need buffs for a lot of older factions, like empire and tomb kings
Mother ostankya's rampage hex makes enemy units useless for the entire battle since rampage was reworked and makes units wander around aimlessly
Hammerers need that sacred duty trait.
My god, finally the bloom has been fixed!!!!! I recently played tzeench campaign and the bloom from the wings of the lord of change was like whatching the fucking sun
They bloomin' fixed the bloomin' issue!
They fixed the corruption squares! Amazing that it's only taken 6 years
Honestly was hoping that the Dread Saurian would get a slit buff as well mainly it getting wallbreaker, increases of missile resistance, charge bonus increases or maybe a increases of armor. Was also hoping that the bastiladon would get an increase of missile resistance but over all it all looks god.
Druzhina(Дружина) translates like a squad united by friendship. Because of word Друг(friend) and verb Дружить (be friends/ have a friendship). They’re were the closest guardian squad to tsar or knyaz. Usually they are heavily armoured unbreakable cavaliers.
Your “druzhina” is much like Caucasian Ataman.(actual name of your generic lord)
Please spread it.
It likes to call orc’s unit of goblin like “Great Sultan”
Kislev's names are all borked
A Boyar should be a Druzhinik
A druzhina should be an Ataman
And the Ataman should be a Boyar
At this point is sounds purposeful
@@1YCARADOFACAO agree and we should spread it.
I imagine if empire general would be named as “great swords”
@@Everchosen I mean, the dark elves have a Scylla monster called Kharibdyss.
Sireens are written wrong.
Zhangu wardrum means wardrum wardrum.
Warhammer has this sort of... Weirdness
@@1YCARADOFACAO and still I believe that the worst translates must be changed
Wait. So winged lancers, Gryphon legion and Settra got an ability thay makes their charge more effective.
But that bonus wasn't given to any ogres or Bretonnians, the two big charging factions?
Bretonnia already has the triangle formation, and Ogres have Ogre Charge.
bretonia has cavalry that is actually good, so theres that.
Lizardmen buff is very welcome since they really needed the buffs.
I didnt think it was possible to make Witch Elves less appealing in campaign, but not only did they manage that, they also nuked them in MP
Dang that Kislev and Cathay Nerf with the construct/ elemental passives
Bastilidon's will also negate stuff like Slaanesh's massive flanking bonus.
Kinda surprised that the ogres don't have glorious charge
OH! Nice to see buffs from the mod SFO. Basically been around for years. lool
just had a big patch on war hammer 2, any ideas what that was about? Did not see patch notes, just played less than a month ago before a patch
Very glad to see the scalebacks getting some love. As much as I'm a fan of them, they've got awfully boring on the battlefield so hopefully this breathes a little bit of new life into them.
I'm a little heartbroken about Witch Elves losing their signature ability, but these still seem like fair changes
Zerko!! keep uploading videos you are the best!
the chaos dwarf big monster have take a new status too (fire demon)
Well that is nice, but Temple Guard should have more melee damage and weapon strenght
I can't belive they nerfed the empire by fixing the bloom effect. How will I blind my enemies in style now
the horses on katarin's sled look so derpy lol. hopefully a modder will fix that
Thanks for the coverage
Now for me to try Kroq-Gar again. I can never get very far with him
Massive nerf for the Elemental Bear. It was "bearly" usable to begin with...
Wishing this didn't leave GamePass PC 😢
I have to say - that bloom effect being removed from the High Elves WASN'T my fav decision. Given the lore about elves, given that their whole stick in the lore books is "a shinning shield wall against chaos" and given that IMO it looked great, I think it was a bad idea to totally remove it. I honestly feel like it gave the game that fantasy feeling.
But it is my personal preference, I can get why others like that it's removed.
It really hurts mods though with rampage changes in particular a modded unit has rampage once you hit start battke they immediately go into the rampage and stay that way for the entire battle.
Many of the bigger units should have immune to flanking.
The dragons of the high elves are trash and die instantly if sent in combat.
The elemntal bear dies to clan rats.
Such creatures are so massive that your spears and stuff wont even reach them.
Flanking should only count towards these large beings by other massive creatures/constructs.
FoR tHe AlGoRiThM
I really don’t like the reuses of idle/attack animations for large entities. They first did that with Zoats reusing dragon ogres now it seems like every new monster is just reusing old animations.
That's a big nerf to the Elemental Bears q.q
NAKAI APPROVES!
Saytang looks so cool
Haven't played for quite a while, have they finally fixed Bretonian knights?
The witch elf nerf seems unnecessary. I feel like that was the only reason to bring those units.
Oh this update means we should see who is the best monster?
I wonder if Ailenced effect abilities like the Phoenix rebirth or Tyrion’s heart of Averlorn?
No going to lie. This looks pretty fun
they really fixed up the dlc, Pharaoh failing was great for us all
Are there any older units, that have silence.
Great video. good work
Dread saurian buffs when
Fixed the awful bloom highlights! Finally
wait they nerfed temple guard? wasn't their imune to psychology constant
Is this to compensate for the bugs that compromised Nakai’s playable?
Why remove unbreakable off elemental bear? Thing is expensive and slow and doesn’t do a ton of damage. Kind of a weird move.
Lizardmen need MORE buffs? They're already the cheese faction!
Perfect vigour goes brr
Oh that Witch Elf change is BS. They had better drop their points cost to 550 or something, because that's all they would be worth without the madness effect.
All these changes and I bet Dwarf Rangers still don’t have their cloaks back
funny, that most of these changes are comming from mods, what did ca again?
will this mean the terracotta sentinel is no longer the best big monster as per your last test? being unbreakable let them win that out. REMATCH!!!!
Ty for that video
Skink go brrrr
Mmm lizard
All eye ear is there more gitz to stomp
Das ma git! Now getta krumpin!
Very sad about sentinels losing unbreakable just so that gate master hero has a use
How is gate master hero connected to sentinels losing unbreakable? (which is technically not true since they still won't break, just slowly crumble).
Sentinels were absolutely OP anyway. Not invincible or impossible to beat, but damn... Huge HP pool, Huge armor, and huge damage that was nightmare in combination with their very unique attack animation and attack speed with splash damage that would wreck everything for a giant single entity.... Then, on top unbreakable?... Nearly abusive.
How are cathay one of the Weaker factions in battle? The great cannons, the hellstorm knock off, good archers, good frontline, good Monsters (Terrakotta sentinels) and very good Lords. If you compare that to the lizardmen who basically only have stegadons, how are they weak?
Cathay is inflexible, without keeping up the formation buffs most of their units' stats are quite lackluster compared to similar units from other factions
3:02 voice crack
Book of grudges got opened once again. They nerfed reistances for belegar ancestors heroes which is a shame weakest race(till endgame if they survive)get nerf again
"cathay is one of the weakest army in the game", I am genuinely curious how do you think were they weak ?
The mod "Jurassic park something" on the workshop is one of the better mode for the entire total war saga