Two factions who exemplified modern approach to warfare (big guns shooting far) dunk on dudes who exemplify cavemen tribal approach to warfare (big blobs of dudes rushing forward.) Yeah, this was a MATCH MADE IN HELL.
Skaven make everything better, yes-yes. Seeimg Dreadquakes rapid fire like they are here is truly a beautiful sight. I love the Skaven, I'm so going to get a few of these for my Skaven armies sometime soon.
Reminded me of an Age of Empires III game I once played where I used the Ottomans to blast the crap out of the Iroquois using Jannisaries and Great Bombards. All in all it's actually cool to see a doomstack work out based on units gained through alliances
Imagine Theodin Screaming reform the line reform the line. Only for him to turn and see burning flaming bodies absolutely everywhere. Also fuck that begged for a nuke as the second group of reinforcements rocked up
Seeing the comments below regarding how different their experiences were depending on the difficutly level, i'd argue that i would like to see Legend re-doing this battle but on "Normal" difficulty setting. Just to see how he manages to deal with rushing A.I. instead of the one easy picking blob he got there.
@@williammitchell6254 Lower difficulty AI does change. It's more willing to pick unfavourable fights and rush ahead, doesn't pick targets for missile units or focus-fire as much and is a lot worse at dodging spells and artillery.
I believe the current AI in the Warhammer 3 was imported directly from Warhammer 1, not 2 And they are fixing it bit by bit by implementing improvements that were present in Warhammer 2
@@LuzikArbuzik77 It is complicated but the short answer is that warhammer 3 was in the process of making during the Warhammer 2 life cycle and during that time they couldn't use the Warhammer 2 stuff as the base foundation for Warhammer 3 so they had to rely on older version which was the Warhammer 1 to use it as the base platform to start creating warhammer 3 on top of it And that is why you see a lot of weird things happening in Warhammer 3 that were fixed way back in Warhammer 2 but reintroduced again in Warhammer 3 The reason behind most of these bugs and missbehaviers are outdated sources that CA created the Warhammer 3 on top of them.
I think having at least 4 ratling guns replace 4 of the warplock jezzails would be a bit better in regards of cleaning up approaching blobs if the dreadquake mortars let anything through. But damn, what a strong doomstack!
Really easy, confederate Imrik and just sell his terrority to Drazhoath, maybe kill the nearby dwarfs or ogres to sweeten the deal. The landmarks Imrik occupies are good, however, so I don't reccomend it nescessary, but it's very do-able.
With artillery being THIS efficient you don't need to restore their ammo too much. Maybe if you want to have an easier victory because restored ammo = restored balance of power, which makes achieving army losses easier.
I actually think slapping a magma cannon or two in here instead of just four mortars might be great as well. Magma cannons inflict less, but still remarkably high damage on infantry, but they've got 25 ammo base opposed to 15, so they'd get to shoot way, way longer. Making the margin of error greater on this army. Really don't need 4 distraction units.
And they reeeally more accurate. Shooting at infantry blobs is goddamn effective with magma cannons, especially in scenario where enemy tries to reform. I even think that one magma cannon on auto fire with little bit targeting can be more effective than dq mortar in that battle lol
Really feels like the artillery aimed for the models at the edge of each formation a lot more than in previous dreadquake videos. in earlier videos a single shot would almost wipe out a unit and for whatever reason they consistently had issues with that. Not that it matters at all, but it does seem interesting.
My late game DQs playing as Draz have 594 missile strength and a reload time of 8.1 seconds, which is actually faster than the 10 second reload in this skaven doomstack
Btw legend. About not having all the outpost units with the chaos dwarfs: It's bugged right now. I don't know why this always happens with some factions. Guess CA can't be asked to enter every unit of the roster into the list. You cannot get lava cannons for example. I know people dont like mods, but I can only recommend the mod "Fixed Allied Outposts(Lite)", to have normally functioning experiences with outposts xD
I actually had an issue with using global recruitment to get magma cannon. You have to leave the building at its initial tier that shows recruitment for magma cannon. If you upgrade it, magma cannon poofs from global, but another base level arty building restores it to the global pool.
Also, they're going up against greenskins and also, legend is absolute shit at micromanaging the targets. It would be better if he could get the warlock engineers into a chaos dwarf army though.
Speaking of difficulty try this battle on normal difficulty, instead of very hard I think AI will rush you compared to very hard, I was playing chorfs on vh vh and battles were very easy then did one hard battle on normal and actually lost cuz AI rushed me lol Edit: also as chorfs on vh I've won like 90% of mid-late game battles with just 2-3 deamonsmith sorcerer lords/heroes in army because AI refuses to shoot at lords/heroes mounted on great/bale taurus but will absolutely shoot them if they're on lammasu, but if you play on normal difficulty they will shoot at them no matter the mount and will rush you if shoot them or cast a spell on them which funny enough can make buttles on normal harder then on vh lol
I thought I was crazy (or terrible) cuz I kept having battles that seemed harder than Legends and I play on normal, glad to see it's just AI being weird on different difficulties lol
Man thanks for opening my eyes, I kept losing battles that seemed way easier than those of Legend and was just zerg rushed to death so often, so normal battle difficulty is just harder except you play ina very specific way wow. Well you could say that goes both ways
@@alikh4541 fun comes from facing a challenge, which is lacking when you have one unit that can easily kill basically everything without any synergy or effort. A unit being strong against everything also makes other units in that type redundant, so the armies are less varied and more repetetive, therefore quite boring. You want arty that's good against monsters? Use some Deathshriek Rocket Launchers. Or simply take some Infernal Fireglaives. Use your brain instead of trying to make everything godlike, is what I am trying to say.
@@LuzikArbuzik77 im not saying it should delete Monsters im talking about the blast radius being reduced when shelling a wall or a big entity even if it hits a cav model. I agree that most fun comes with a challenge but strong units is also fun thats why people doomstack The power creep is fun also If u want challenge with chorfs dont recruit OP units but the option should be there in my humble opinion
One of the reasons i dislike the mortars with engines is the because sometimes the mortars wont shot based on your orders like on 17:30 ish. Its probably because of the dual ammo system.
if you had 19 warlock engineers how low would the DQ mortars's reload time go? can we get a dreadquake autocannon? is this something okoii should definitely try?
Even if you make reload speed to 0, there's a cap dictated by the animations, which cannot be sped up in any way. The "reload" is the time the take between shots, more or less.
@@drazarkabalblade9486 Yeah, exactly. In my experience, lowering the reload time to less than 4 usually does nothing. However: a reload time of 4 seconds is already great and hella fun. Especially since some gun units inflict kind of a kockback on enemies that they hit.
I love the video, but you could've been using the Warlock's ability to increase accuracy and reload skill on the Dreadquakes, which would've made them far stronger.
The reason you probably cant recruit regular Dreadquakes is probably because those silly bastards at CA gave both the regular and the iron daemon versions the same unit card so whoever implemented the outpost recruitment didnt realize they were leaving out the normal version! LMAO
So funny thing. Warlock engineers and Infernal Castellan both give the 10% dmg buff to ranged units.. but the ability does not work without a 'loaded character' for the Castellan.. making him useless in custom battles compared the engineers... well multiplayer specifically.
Orcs are definitely tougher than High Elves. Even though they were getting pounded it wasn't as bad as the High Elf video where they were getting deleted instantly.
I see battles like this and how the AI just derps around in circles until their army is dead and realize they made better AI's over 30 yeara ago, it would be an improvement for it to just mindlessly attackmove compared to this
Quick question for you folks, i never bother to build outposts with my allies because they never have anything interesting to get from. They, most of the time, have low to mid tier units even in their capital and ofc there is not another outpost already built in it. So am i just unlucky ? does creating an outpost incite the AI to build better buildings ?
If you upgrade an outpost to level 2 you get access to the factions global pool of units not just the ones in the province it's in. Very helpful if another faction already has an outpost in the province with all the good units. I don't think building one incites the AI to build better buildings though.
I was pretty disappointed to find that allied chorf units still count towards your cap when playing chorfs, making them pretty pointless. Good to see that limitation doesn't carry to other factions.
chief you and I both know why that choo-choo noise is funny, you think we're sitting down for hours worth of total war content because we DONT have the tism?
The AI is so awful in this current patch. On top of the refusal to attack with reinforcements waiting the ai will just blob themselves on to your single entities with all of their units if they cant see any other unit types on the map.
"It's like match made in hell" yes, yes
A match made in Hellpit
Two factions who exemplified modern approach to warfare (big guns shooting far) dunk on dudes who exemplify cavemen tribal approach to warfare (big blobs of dudes rushing forward.) Yeah, this was a MATCH MADE IN HELL.
What the fuck
Skaven make everything better, yes-yes.
Seeimg Dreadquakes rapid fire like they are here is truly a beautiful sight. I love the Skaven, I'm so going to get a few of these for my Skaven armies sometime soon.
Reminded me of an Age of Empires III game I once played where I used the Ottomans to blast the crap out of the Iroquois using Jannisaries and Great Bombards.
All in all it's actually cool to see a doomstack work out based on units gained through alliances
Skaven make everything better, yes-yes!
Thomas the tank engine and his pals committing warcrimes alongside the skaven sure is a sight to behold
Imagine Theodin Screaming reform the line reform the line. Only for him to turn and see burning flaming bodies absolutely everywhere. Also fuck that begged for a nuke as the second group of reinforcements rocked up
Seeing the comments below regarding how different their experiences were depending on the difficutly level, i'd argue that i would like to see Legend re-doing this battle but on "Normal" difficulty setting. Just to see how he manages to deal with rushing A.I. instead of the one easy picking blob he got there.
Ai doesn't change right just buffs.
@@williammitchell6254 AI aggression level changes. Some people report the AI rushes more on lower difficulties.
@@williammitchell6254 Lower difficulty AI does change. It's more willing to pick unfavourable fights and rush ahead, doesn't pick targets for missile units or focus-fire as much and is a lot worse at dodging spells and artillery.
@@williammitchell6254 The AI in legendary is the easiest to fight, period.
I believe the current AI in the Warhammer 3 was imported directly from Warhammer 1, not 2
And they are fixing it bit by bit by implementing improvements that were present in Warhammer 2
Why would they do that?
@@LuzikArbuzik77 It is complicated but the short answer is that warhammer 3 was in the process of making during the Warhammer 2 life cycle and during that time they couldn't use the Warhammer 2 stuff as the base foundation for Warhammer 3 so they had to rely on older version which was the Warhammer 1 to use it as the base platform to start creating warhammer 3 on top of it
And that is why you see a lot of weird things happening in Warhammer 3 that were fixed way back in Warhammer 2 but reintroduced again in Warhammer 3
The reason behind most of these bugs and missbehaviers are outdated sources that CA created the Warhammer 3 on top of them.
@@alirezarezaei2976 That actually makes a lot of sense. Thank you for sharing this theory!
there is something mesmerizing in watching dreadquake mortar shoot. Also isn't it better to have ratlingun?
A few maybe, but the jezails have the needed anti-large (Mortars anti-inf) and have way more range and accuracy.
I think having at least 4 ratling guns replace 4 of the warplock jezzails would be a bit better in regards of cleaning up approaching blobs if the dreadquake mortars let anything through.
But damn, what a strong doomstack!
@Forrest Mcgee nah it's not a problem if you're using all ranged units, LoS issues only hurt ratlings really if you've got melee infantry
Yeah, it's like a fantasy ICBM being launched from a missile truck.
Probably a couple for the suppression.
Great video, Legend. It looked like you enjoyed using this army, and I think that made this one particularly fun!
Hmm, wonder how this would stack with Eltharion. Though getting the relations up for long enough would be incredibly hard.
Infinite ammo and skaven engineers... Delightful.
Really easy, confederate Imrik and just sell his terrority to Drazhoath, maybe kill the nearby dwarfs or ogres to sweeten the deal. The landmarks Imrik occupies are good, however, so I don't reccomend it nescessary, but it's very do-able.
With artillery being THIS efficient you don't need to restore their ammo too much. Maybe if you want to have an easier victory because restored ammo = restored balance of power, which makes achieving army losses easier.
@@quint3ssent1a I agree, but it's a fun thought excerise.
well, eltharion got infinite money with exploit so its not hard
Full torpedo spread, maximum yield!
I actually think slapping a magma cannon or two in here instead of just four mortars might be great as well. Magma cannons inflict less, but still remarkably high damage on infantry, but they've got 25 ammo base opposed to 15, so they'd get to shoot way, way longer. Making the margin of error greater on this army. Really don't need 4 distraction units.
And they reeeally more accurate. Shooting at infantry blobs is goddamn effective with magma cannons, especially in scenario where enemy tries to reform. I even think that one magma cannon on auto fire with little bit targeting can be more effective than dq mortar in that battle lol
according to CA in their blog on height, the extra speed boosts caps out at 50% over the base speed
Really feels like the artillery aimed for the models at the edge of each formation a lot more than in previous dreadquake videos. in earlier videos a single shot would almost wipe out a unit and for whatever reason they consistently had issues with that. Not that it matters at all, but it does seem interesting.
It’s so cool they added allies into the game. I bring some Clan Pestilence in my Nurgle army on tabletop.
My late game DQs playing as Draz have 594 missile strength and a reload time of 8.1 seconds, which is actually faster than the 10 second reload in this skaven doomstack
2:36 LMAO THEIR COMICALLY FAST 😂 4:50 CHAOS DWARVES DON'T HAVE SUPPLY LINES!?! 11:15 Jezails start shooting
No supply lines, but unit caps that aren't cheap to increase on top of pricey base unit cost.
@@adriankoch964 True, but hobgobs are cheap and I would say shit all over Ungors.
Btw legend. About not having all the outpost units with the chaos dwarfs:
It's bugged right now. I don't know why this always happens with some factions. Guess CA can't be asked to enter every unit of the roster into the list. You cannot get lava cannons for example.
I know people dont like mods, but I can only recommend the mod "Fixed Allied Outposts(Lite)", to have normally functioning experiences with outposts xD
I actually had an issue with using global recruitment to get magma cannon. You have to leave the building at its initial tier that shows recruitment for magma cannon. If you upgrade it, magma cannon poofs from global, but another base level arty building restores it to the global pool.
To be honest, some blunderbuss in front of the ratling gunners sounds like a great addition too
Cap of 4 borrowed unitsm
the "BWAEOUM" the mortar shell makes on impact is marvelous :-)
big big brain.. yes yes
Is it just me, or do the DQ mortars seem to be a lot less accurate in this compared to the last doomstack video with them in?
i dont think that the DQ mortars have all 9 ranks, also they deal less damage and have less accuracy due to a lack of army buffs from the lord
Also, they're going up against greenskins and also, legend is absolute shit at micromanaging the targets. It would be better if he could get the warlock engineers into a chaos dwarf army though.
When you are a tier 4 civilization fighting a tier 2 civilization...............thats what this fight looks like.
More like when human brain fights broken WH 3 AI that is unable to flank and swarm or even attack the enemy before the reinforcment comes in.
Speaking of difficulty try this battle on normal difficulty, instead of very hard I think AI will rush you compared to very hard, I was playing chorfs on vh vh and battles were very easy then did one hard battle on normal and actually lost cuz AI rushed me lol
Edit: also as chorfs on vh I've won like 90% of mid-late game battles with just 2-3 deamonsmith sorcerer lords/heroes in army because AI refuses to shoot at lords/heroes mounted on great/bale taurus but will absolutely shoot them if they're on lammasu, but if you play on normal difficulty they will shoot at them no matter the mount and will rush you if shoot them or cast a spell on them
which funny enough can make buttles on normal harder then on vh lol
I have played with Dreadquakes on normal battle and they usually do this as well
I thought I was crazy (or terrible) cuz I kept having battles that seemed harder than Legends and I play on normal, glad to see it's just AI being weird on different difficulties lol
Man thanks for opening my eyes, I kept losing battles that seemed way easier than those of Legend and was just zerg rushed to death so often, so normal battle difficulty is just harder except you play ina very specific way wow. Well you could say that goes both ways
The only problem with DQ mortars is that when they shoot a wall or a large unit the explosion is way smaller and deals less damage i dont know why
Not impacting the ground most likely which is where the "quake" comes in. can't have an earthquake without the earth.
Makes sense because they're a mortar. Would be op if they could do everything. And the chorfs have enough op stuff
@@Morris_Minor but Queen bess or even other artillery have no problem doing that
Also when a unit is OP who cares let it be OP its fun
@@alikh4541 fun comes from facing a challenge, which is lacking when you have one unit that can easily kill basically everything without any synergy or effort. A unit being strong against everything also makes other units in that type redundant, so the armies are less varied and more repetetive, therefore quite boring.
You want arty that's good against monsters? Use some Deathshriek Rocket Launchers. Or simply take some Infernal Fireglaives. Use your brain instead of trying to make everything godlike, is what I am trying to say.
@@LuzikArbuzik77 im not saying it should delete Monsters im talking about the blast radius being reduced when shelling a wall or a big entity even if it hits a cav model.
I agree that most fun comes with a challenge but strong units is also fun thats why people doomstack
The power creep is fun also
If u want challenge with chorfs dont recruit OP units but the option should be there in my humble opinion
Hearing "Horned Rat sees us!" never gets old.
What I learned that if you have Dreadquake Mortar - anything is possible. JUST. DO IT!
yes-yes of course skaven make it better man-thing
Legend's inner child loves the train noises.
“Let’s jump the wall here” might be the best worst translation of the intro ever!!
"Time to give Thomas the Tank Engine some warp-crack! Yes-yes!"
Anyone else disappointed he didn't finish them off with a nuke?
I’m a little confused, the damage from the mortars seemed underwhelming in this one. In the chorf stack they were deleting units with 1 shot
lots of spread-out infantry, which are more resistant to artillery and explosions
@@shadowblade5656 now that I think about it I bet it has more to do with not being buffed by chorf tech and not having hellforge upgrades
They get no redline buffs from the lord and savage orcs have high HP + physical resistance.
Glorious yes-yes!
Nothing like the smell of warpstone in the morning
After all those disasters you save, you deserved something this satisfying mate. Still waiting for you to do my dual axe centaur build though 👍
One of the reasons i dislike the mortars with engines is the because sometimes the mortars wont shot based on your orders like on 17:30 ish. Its probably because of the dual ammo system.
In an effort to make the battles more challenging, it seems like CA inadvertently dumbed down the AI.
Glorious.
The initial reinforcements blob were just begging to be nuked lol
any unit that doesnt shoot in an arc usually needs a hill where they face down so they dont derp out. cause of line of sight
A match made in hell!!!😂 That's a good one!
Skaven this time!! Yes yes!
Eltharion+ Warlock engenier + DQ mortars= perfection
oh god
Could you even pull that off though lol, relations seem hard to do if thats the case
@@RaxoFilms you'd have to take over N'khai's cities and give them to Eltharion to improve relations so much.
Did they change the projectile colors for jezzails? I liked how their bullets were little green neon lasers in Warhammer 2.
Best Friend-allies!
if you had 19 warlock engineers how low would the DQ mortars's reload time go? can we get a dreadquake autocannon? is this something okoii should definitely try?
yesyes rat-things make-make mortar-thing shoot fast-fast
Sadly, there is a hard cap on reload speed. Regardless of what the number on the stat card says :(
Even if you make reload speed to 0, there's a cap dictated by the animations, which cannot be sped up in any way. The "reload" is the time the take between shots, more or less.
@@drazarkabalblade9486 Yeah, exactly. In my experience, lowering the reload time to less than 4 usually does nothing. However: a reload time of 4 seconds is already great and hella fun. Especially since some gun units inflict kind of a kockback on enemies that they hit.
cant believe there was no doom rocket at the end
120 speed on that freaking thing 😂😂😂😂😂😂😂😂😂
10 settlements but heaps of undercities is big brain rat play
I love the video, but you could've been using the Warlock's ability to increase accuracy and reload skill on the Dreadquakes, which would've made them far stronger.
The reason you probably cant recruit regular Dreadquakes is probably because those silly bastards at CA gave both the regular and the iron daemon versions the same unit card so whoever implemented the outpost recruitment didnt realize they were leaving out the normal version! LMAO
This is amazing.
Awesome video man!
Keep it up!
Skavens would probably like to have hellcannons. Also less expensive.
You could steal some castellans and or daemonsmiths for reloads and heals to really crank it up to 11
gunna have to try this now, sheeet
This is the worst the ai has been since Rome 2's launch.
Skaven and chaos dwarves prove that total war warhammer 40k could work.
Warlock engineers should get the Dwarf engineer rework.
105 speed artillery, holy shit
artillery is king of the battlefield
So funny thing. Warlock engineers and Infernal Castellan both give the 10% dmg buff to ranged units.. but the ability does not work without a 'loaded character' for the Castellan.. making him useless in custom battles compared the engineers... well multiplayer specifically.
Nothing-notice here-here. Morskittar Engines not for the weak-weak!
Watching this 13 days after its posted
Your videos are cool Legend.
Yeaaah ! That’s a fun one, it gets my vote anytime over a one man doomstack, 10/10AAA 🫶
Yes-yes skaven make-make better than stupid bearded things!!!!
Blud played this campaign as passively as thorek ironbrow ai in wh2 💀
Orcs are definitely tougher than High Elves. Even though they were getting pounded it wasn't as bad as the High Elf video where they were getting deleted instantly.
So this is more a showcase of bullying bad ai than a useful doomstack.
I wonder what the vamp coast would be able to do with those
More Booom Yes Yes!
I've got this alliance the other way round blunder busses and poison win globadiers firing into the same blob is isntant and immediate death
There seem to be also no magma cannon for allied recruitment - a bug or feature?
Match made in Chaos realms.
Nice
18:42 Why cunning trait is not as good as WH2? Can someone explain?
Chooo Chooo mfers ! holy horned rat, that is scary
@Legend the Campaign vs battle mode missile strength stats for the Chaos Mortars seems different?
I see battles like this and how the AI just derps around in circles until their army is dead and realize they made better AI's over 30 yeara ago, it would be an improvement for it to just mindlessly attackmove compared to this
Hot spicy Cheese's Red pepper flake Dawi improve warpstone yes yes
Quick question for you folks, i never bother to build outposts with my allies because they never have anything interesting to get from.
They, most of the time, have low to mid tier units even in their capital and ofc there is not another outpost already built in it.
So am i just unlucky ? does creating an outpost incite the AI to build better buildings ?
If you upgrade an outpost to level 2 you get access to the factions global pool of units not just the ones in the province it's in. Very helpful if another faction already has an outpost in the province with all the good units. I don't think building one incites the AI to build better buildings though.
To be fair, jezails kill infantry just fine, they are good at killing everything but flanking fast cav
What about if you play as CH Dwarf and you make aliance with another CH Dwarf and than you borrow this unit, is there also unit cap?
I was pretty disappointed to find that allied chorf units still count towards your cap when playing chorfs, making them pretty pointless. Good to see that limitation doesn't carry to other factions.
It isn't pathetic. It's different style.
I thought they nerfed Engineers stacking to not stack at all.
Can you explain why enemy units don't charge into battle ? In my battles after some damage they all come my way
They charge on normal difficulty. He is on very hard difficulty where the A.I. waits for its reinforcements.
chief you and I both know why that choo-choo noise is funny, you think we're sitting down for hours worth of total war content because we DONT have the tism?
No Allied Recruitment Cap mod
deleteus maximus
Have dreadquakes been nerfed? The explosion seems itself smaller and deals less damage
The AI is so awful in this current patch. On top of the refusal to attack with reinforcements waiting the ai will just blob themselves on to your single entities with all of their units if they cant see any other unit types on the map.
The AI has been like this since the WH3's release date.
@@maximtcaciuc2904 yeah. I think so
pls help me to fix slow motion in battel :(
You should have made the title a match made in hellpit
You are a real ratt 😂haha good job Bro!
Can you save and load stolen heroes?