@@zemo2916 that's what happens when you put like 3 people on the maintenance team because you're more interested in churning out DLC that you overcharge for.
i find that moving a unit slightly to the side and then ordering it to attack a routing SE often works better than just trying to attack it straight from the rear, also breaking the distance just a tiny bit could allow you to reset the charge and get one of the bullrush attack animations.
@Turin The reason why slaan are so tanky and it's super hard to attack them while routing is two fold: 1 - Slaan's hitboxes are weird as a single entity where it's inside the middle of their model instead of around them, so units will try to phase into the Slaan to hit it so it's hard to connect. This can be see by testing infantry against a slaan and then a mutalith vortex beast or incarnate elemental and seeing how well the infantry connect in-relation with their stats. I recommend using chosen or either elite sword and board infantry with no bonus vs large. 2 - Some units literally do not have attack animations against routing units. When units route it's very janky and they basically become a new model or something along those lines and units won't have a flag in the code to "If unit is routing then", so they just see it as an obstacle instead of a unit to attack. Sometimes the Ai will realize this and connect in rare occasions but most of the time units will just not attack a routing unit. This is best seen in campaign where you have a unit completely surrounded by infantry, they've routed / broken, but your units just bump into them for 10+ minutes in-game not being able to kill the last few models. Hopefully this helps explains the issues and maybe you can bring it up to CA.
I have a weird memory about slaan hitboxes. I remember when Warhammer II first came out, there was a multiplayer replay on Heir of Carthage's channel; Lizardmen vs Skaven. A vermintide was cast right on the slaan and melted through it's entire health pool in about a dozen seconds due to every clanrat model being in attack range of the slaan's hitbox. Pretty funny, but watching this replay makes it seem like CA slowly creeped into hypercorrection territory. Its absurd that the Chorf lord couldn't connect.
The attack animation with large units is so frustrating and I hate that it's been in the game for so long. I think the worst case I've had with it was having Louen Leoncoeur on a Royal Pegasus. He was losing a fight to a black orc hero because his attack animations kept missing when standing still since he has to do this awkward turn for his attack. When moving, he would run around them in circles or just straight up glitch out when near them.
@@Slithy yeah but turin could have let him rally and then charged him and gotten the last hit he needed off. Not saying I would have played this any better, but as jank as the game is, there are workarounds for issues like this. The best one of course being the devs actually getting the resources they need to fix it, but with CA in charge that is never going to happen.
CA really needs to increase the reach on sem seeing a massive monster having to get so close to the enemy as a guy with a sword to start attacking is just ridiculous and they also need to make the attack rate of units consistent or show them on the stats.
That chase was painful, it sucks to allow the Slann to rally, but the Lizardmen player got way more value by having your Sorcerer-Prophet chase him off the field than by having the Slann use some more Earthbloods.
4:15 even back in early TWW2 you literaly had to micro manage your lord while trying to hunt down a fleeing footlord or something else that is slow. the trick is to dis- and re-engage to potentially land that charge damage, which is doable in singleplayer but a pain in the ass in multiplayer battles!
3:22 It's not attack animations, they just have higher damage per hit than most other SE's. Compare their stats to Dragons you get a lot more WS for the price. Generally speaking that's the biggest issue for most SE's that are too weak in game 3, their WS didn't get increased to match the bigger health pools. Following that it'd be knockdown and pursuit mechanics which can cause attack animations to fail with alarming regularity. The sorcerer prophet being too close to the Slaan was a big issue in this game.
Hey Turin! Really happy to see you playing/casting land battles again. Why not add land battle to the title or thumbnail though ? I was almost missing this one!
One of the big differences between Dwarfs and Chaos Dwarfs is anti large. Normal Dwarfs would have just needed a few Slayer units and they could have won this
For anti large chawi have blunderbusses, the rocket thingy, SE lords, fireglaives etc. Imo they have enough. Edit: oh yeah they also have the bull centaurs which are really poweful anti large monsters
good stuff Turin! I want to get into TWH3 multiplayer but don't want to start by throwing myself into the no man's land of quick battles or the ladder. so I wanted to join your discord to find people to play with, but I can't find any links anywhere! can you hook a brother up? thanks for all the content my man!
Why not use the new land battle domination mod for this battle? Tim is obviuosly an honorable player, but we should stablish that mode as the norm for land battle
I would have just gone with a death salaan or metal salaan, plague of rust and skinks would have killed that prohet in seconds. or a death caster could have taken out the infarnal guard with bjuna and spite commbo. life salaans aren't that important these dasys imo.
It's a bit silly that like 5 skink units dumped essentially half or more of their ammo into the Sorcerer Prophet and STILL needed the Cohort of Huatl to finish. CA needs to pick a lane with monsters, big and awkward and tanky or small and frailer and precise. Sorcerer Prophet is both and a caster, just silly.
Why is that silly? The Sorcerer-Prophet has a lot of armour, minor missile resist, and some physical resist as well, so the skinks shouldn't have done much to him. They are supposed to be decent fighter wizards, and they cost a massive amount to compensate.
guys, i am more of a spectator to the game than a player... what do ancestral dorfs do better than chorfs? i would love someone knowledgable to explain it to me. chors seem like they do everything better.
More cost effective and cheaper infantry, more cost effective / better and cheaper missiles, more cost effective, cheaper and arguably better artillery as well as the potential for hero blobbing. If you were to apply this to playstyles ... that of course would depend on the map as well as matchup, but Dwarfs can play wide as well as defensive to a much higher potential than Chorfs.
To add to the above comment, range. Normal Dwarfs massively outrange chaos dwarfs and have a much wider variety of ranged tools. A lot of those are currently somewhat overtuned like a fair number of ranged units in game 3 post reload nerfs but that's the intended distinction.
Feels bad that the game was potentially decided by jank. CA really need to fix the attack animations on routing units,
Lmao brother, CA can’t even make units with guns shoot their guns. This franchise, one of my favourites, is a corpse.
@@zemo2916 that's what happens when you put like 3 people on the maintenance team because you're more interested in churning out DLC that you overcharge for.
CA Fixing their game xD quite an oxymore
i find that moving a unit slightly to the side and then ordering it to attack a routing SE often works better than just trying to attack it straight from the rear, also breaking the distance just a tiny bit could allow you to reset the charge and get one of the bullrush attack animations.
@Turin The reason why slaan are so tanky and it's super hard to attack them while routing is two fold:
1 - Slaan's hitboxes are weird as a single entity where it's inside the middle of their model instead of around them, so units will try to phase into the Slaan to hit it so it's hard to connect. This can be see by testing infantry against a slaan and then a mutalith vortex beast or incarnate elemental and seeing how well the infantry connect in-relation with their stats. I recommend using chosen or either elite sword and board infantry with no bonus vs large.
2 - Some units literally do not have attack animations against routing units. When units route it's very janky and they basically become a new model or something along those lines and units won't have a flag in the code to "If unit is routing then", so they just see it as an obstacle instead of a unit to attack. Sometimes the Ai will realize this and connect in rare occasions but most of the time units will just not attack a routing unit. This is best seen in campaign where you have a unit completely surrounded by infantry, they've routed / broken, but your units just bump into them for 10+ minutes in-game not being able to kill the last few models.
Hopefully this helps explains the issues and maybe you can bring it up to CA.
I have a weird memory about slaan hitboxes. I remember when Warhammer II first came out, there was a multiplayer replay on Heir of Carthage's channel; Lizardmen vs Skaven. A vermintide was cast right on the slaan and melted through it's entire health pool in about a dozen seconds due to every clanrat model being in attack range of the slaan's hitbox.
Pretty funny, but watching this replay makes it seem like CA slowly creeped into hypercorrection territory. Its absurd that the Chorf lord couldn't connect.
Nice one. That Benny Hill vacation to the sunset was insane.
Red Bulls are such raid bosses.
You should've stopped the chase, have your lord move into air, then re-charge the Slann.
Was afraid of a rally!
@@turinRTS i know what you mean, but that would've meant he stopped running and you could beat him down in peace :)
The attack animation with large units is so frustrating and I hate that it's been in the game for so long.
I think the worst case I've had with it was having Louen Leoncoeur on a Royal Pegasus. He was losing a fight to a black orc hero because his attack animations kept missing when standing still since he has to do this awkward turn for his attack. When moving, he would run around them in circles or just straight up glitch out when near them.
Wife "Why did you just burst out laughing?"
Me ".....Thomas the pain engine...."
That Lord chase was a great move but maybe just make sure the Slahn is routed and keep him away from the main battlefield?
letting it get back and cast even one heal off is turbobad
@@SlithyNot as bad as losing the rest of your army chasing it away.
@@Slithy yeah but turin could have let him rally and then charged him and gotten the last hit he needed off. Not saying I would have played this any better, but as jank as the game is, there are workarounds for issues like this. The best one of course being the devs actually getting the resources they need to fix it, but with CA in charge that is never going to happen.
CA really needs to increase the reach on sem seeing a massive monster having to get so close to the enemy as a guy with a sword to start attacking is just ridiculous and they also need to make the attack rate of units consistent or show them on the stats.
We can always pray, this has been a problem since Warhammer 1.
That chase was painful, it sucks to allow the Slann to rally, but the Lizardmen player got way more value by having your Sorcerer-Prophet chase him off the field than by having the Slann use some more Earthbloods.
4:15 even back in early TWW2 you literaly had to micro manage your lord while trying to hunt down a fleeing footlord or something else that is slow.
the trick is to dis- and re-engage to potentially land that charge damage, which is doable in singleplayer but a pain in the ass in multiplayer battles!
3:22 It's not attack animations, they just have higher damage per hit than most other SE's. Compare their stats to Dragons you get a lot more WS for the price. Generally speaking that's the biggest issue for most SE's that are too weak in game 3, their WS didn't get increased to match the bigger health pools. Following that it'd be knockdown and pursuit mechanics which can cause attack animations to fail with alarming regularity. The sorcerer prophet being too close to the Slaan was a big issue in this game.
Hey Turin! Really happy to see you playing/casting land battles again. Why not add land battle to the title or thumbnail though ? I was almost missing this one!
Agreed! He did a few times a long time ago, but he got crap for it (Pure Dom fans are a nasty bunch...)
You know what terriable army comp I’d like to see? Pure knight Brettonian army.
Could also be a chorf thing, i have seen bulls die on contact with a wall.
I love the land battles!
If anyone has read The Dark Tower series by Stephen King, the Demon's Tongue really reminds me of Blaine the Mono. Is there anyone else?
Blaine was a monorail iirc but yeah, both him and DT are all about pain xD I imagined Blaine to be more modern-looking somehow though
@user-mn3ex6vw9k Indeed. I think he was supposed to look like one of those sleek 1950s-style North Amercian trains.
@Turin have you considered trying out Supreme Commander, it still has an active multiplayer community
One of the big differences between Dwarfs and Chaos Dwarfs is anti large. Normal Dwarfs would have just needed a few Slayer units and they could have won this
For anti large chawi have blunderbusses, the rocket thingy, SE lords, fireglaives etc. Imo they have enough.
Edit: oh yeah they also have the bull centaurs which are really poweful anti large monsters
that is a bold set of CD units. but a gg well played.
good stuff Turin! I want to get into TWH3 multiplayer but don't want to start by throwing myself into the no man's land of quick battles or the ladder. so I wanted to join your discord to find people to play with, but I can't find any links anywhere! can you hook a brother up? thanks for all the content my man!
discord.gg/qFvayUuc
thanks! looking forward to joining the community! 😀@@turinRTS
We need more Waaaaagh and warhammer content. Love youre stuff dude i hope we will see soon more 😅
That animation glitch has been 'fixed' about 3 times. No, it's just us that are janking
Why not use the new land battle domination mod for this battle? Tim is obviuosly an honorable player, but we should stablish that mode as the norm for land battle
Dink
skink are OP hear me out,,,, 100 gold more same stat LEVY FREEMEN 3 jav... soon
I would have just gone with a death salaan or metal salaan, plague of rust and skinks would have killed that prohet in seconds. or a death caster could have taken out the infarnal guard with bjuna and spite commbo. life salaans aren't that important these dasys imo.
I would love to see the Kroxigor models updated with the AOS ones
It's a bit silly that like 5 skink units dumped essentially half or more of their ammo into the Sorcerer Prophet and STILL needed the Cohort of Huatl to finish. CA needs to pick a lane with monsters, big and awkward and tanky or small and frailer and precise. Sorcerer Prophet is both and a caster, just silly.
Why is that silly? The Sorcerer-Prophet has a lot of armour, minor missile resist, and some physical resist as well, so the skinks shouldn't have done much to him. They are supposed to be decent fighter wizards, and they cost a massive amount to compensate.
guys, i am more of a spectator to the game than a player... what do ancestral dorfs do better than chorfs? i would love someone knowledgable to explain it to me.
chors seem like they do everything better.
More cost effective and cheaper infantry, more cost effective / better and cheaper missiles, more cost effective, cheaper and arguably better artillery as well as the potential for hero blobbing.
If you were to apply this to playstyles ... that of course would depend on the map as well as matchup, but Dwarfs can play wide as well as defensive to a much higher potential than Chorfs.
To add to the above comment, range. Normal Dwarfs massively outrange chaos dwarfs and have a much wider variety of ranged tools. A lot of those are currently somewhat overtuned like a fair number of ranged units in game 3 post reload nerfs but that's the intended distinction.