One trick with low model count infantry, such as the doomseekers, is to always throw them in to an ongoing infantry brawl. With say, some dwarf warriors or miners mixed in, you have many less models attacking your glass cannon doomseekers, but almost all your doomseekers are still able to get into melee. You don't really need to flank with units like doomseekers either, just run them in behind your holding line.
Yeah, I'm surprised Zerk's testing for the Doomseekers was so tactically static; they're basically unbreakable trolls, so it's a little pointless to put them in an unsupported position, same as you wouldn't with trolls.
@@vyeelime8143 It's not entirely useless. It's still still very good to know how they may hold up in a frontal engagement if they need to. It's also very good at showing that bringing doomseekers will not let you widen your front line or envelop your opponents.
@@vineveer4358 I second this comment about Depth Guard with Dual CC weapons. That's exactly how I use them. Allow the enemy to crash on my zombie chaff front line and tire themselves. And then I counter charge with the Depth Guard who generally proceed to murder fuck anything they can touch.
16:32 I like that your solution to "how do I compare these other units?" was to just throw all of them on the same side and set about mincing a big pile of elves
didn't chorf blunderbusses absolutely ragdoll the shit out of everything they shot on launch too? seems like the rakers have the same launch-window behaviour as the busses, would make sense given they shoot the exact same looking projectiles, probably the same coding wise.
Slayer's biggest weakness i think is the loose spacings they have. Every time they charge into an enemy, they get deep into the formation and end up having to fight 4 models at ones. It certenly looks cool to have movie like mixed blobs of slayers and whatever they are fighting against battle it out. But i think it drastically affects their affectivness as a unit in 1 vs 1. Always use it together with a trash tier unit supporting it even for elite slayers if you want them to perform their best.
Point of order: Grudge Rakers do _less_ damage per shot than Blunderbusses - but they get _two_ volleys per point of ammo (so, six projectiles, to Blunderbuss' three) at a faster reload which is why their stats show higher. They can stun-lock the enemy far more effectively, but their kill potential is slightly worse due to the spreading of the damage.
In every Total War I've preferred melee cav over shock cav, so the Black Rose lads are a nice addition for me. I'm not a huge Empire player but these additions look excellent.
I find this particular kind of video the most compelling that Zerk makes, no way would it be sustainable for a youtube channel to only make stuff like this, but its very useful imo
Tell you what would be handy with those shock cavalry? If there was a little icon next to it's unit flag indicating when it's charge bonus is spent, a little indictor so you know when you should probably pull them out, out even an indicator showing you they're having a rough time because they've been left in (besides looking at the matchup text directly on the unit card)
Doomseekers are a dam good unit, mostly for chaff clearing but I do think they need a 8 man unit buff give them 40 models and I think they’d be a very good infantry blender. And I think a way to make long rifles perform around the same as other sniper units, is to give them 300 range so they’ve got slightly more range but overall less tanky, and dealing less damage more of a damage over time unit.
another thing about blunderbusses is that they have a lot of ways of incressing their damage even in multiplayer, with the fire passive flamable attacks and such, do it makes sense for them to be less cost efficient on a vaccum
Chorf and dwarf shotguns have the same damage per volley, the difference being that dawi ones have 3s less reload time which the unit card shows as higher damage. Even defensively the reload time is more useful since the blunderbus shots do knockback and the target models end up locked in stagger animations.
It’s a shame the animation isn’t quite right though. The whole point of the shield on the back is that the dwarf can turn away from the enemy whilst reloading to defend against incoming missiles but with this animation they just face forward. (Pavise crossbow men in MTW did this)
I really do enjoy these mashups, Zerk. They can be quite comical at times. It is the necessary break we need from the monotony in our lives. Watch a short video, have a few laughs, learn something new in the process and then back to the daily grind. Nevertheless, thank _you_ for your continued dedication to the channel and TWW. Stay classy my friend.
Pleasantly surprised at how competitive the units are! A lot of the cries of "OP" and "pay-to-win" had me worried, but from these tests it seems like the matchups are a lot more interesting and balanced than I thought. Thanks Zerk!
they're mostly pointless is what they are. Giant Slayers at least had some sort of purpose. the new slayer units are all flavor and no substance. Dwarves needed mass, like some kind of mechanized monstrous infantry perhaps, not more slayers that get ripped to absolute shreds while struggling to get the same value as other similar priced units there's one reason to recruit slayers and that's if you're playing a thematic ungrim campaign, otherwise just use more useful units like irondrakes, longbeards, ironbreakers, and the newly introduced grudge rakers. you'll have a unit that can actually do something without needing to be paired up to be useful
Tbf, CD Dwarf units are supposed to be more expensive than their regular dwarf counterparts when their stats are equal. They can field more bodies on the lower end so their better units are more costlier in comparison.
I wish the Nuln Ironsides had repeaters. They look too much like the snipers who in turn seem kind of underwhelming. I hoped the Doomseekers would perform better; if they want to keep the unit size smaller, maybe they could use a little stats tweak before Tuesday.
I feel like a fair test of cycle charging the knights of the black rose (despite the lower bonus) would have yielded similar results to the shock cavalry. I think they are just straight better because you can micro them but they are more forgiving.
Doomseeker seem more like monsterous infantry in their rolen as in that you want to stack on top of your other infantry so they can deal their damage while the other infantry acts as a damage sponge (similar to how you usually use aspiring champions) Like stack them om top of miners/warriors/longbeards or even ironbreakets and they should do great
I loved all three of these lords. I really couldn't pick a favorite. It's been a long time since I've had such a positive experience with every new lord in a lord pack like this. Malachai is my favorite character of the three as a character...due to his importance in the books. But I was very surprised at how much better the maggot lord made the Nurgle experience while the combination of death magic/gunpowder focus of Elspeth was very fun and unique as well.
Doomseekers also have relatively low weapon strength compared to GW units. Slayers and Giant slayers have top tier weapon strength compared to elite halberds, yet doomseekers have the only a small increase compared to black orcs and chosen. So having 32 models really hurts them without a buffer unit. They would need to be pushing 80 weapon strength, have a much larger bonus vs infantry, or have splash attacks with full damage to multiple models to match the output of vanilla slayers vs their ideal target.
The only test I think I’d like for the Landship would be to compare its cannon dps to other single shot artillery like the og steam tank, I want to know how viable it is as a sniper (definitely not the intended use for it but I’m curious)
It makes sense for the doomseekers to be bad in a unit versus unit scenario. With such a small unit size and no armor they'll get mauled by most high tier infantry, so you're gonna have to place them inside another friendly infantry unit to shield them while they go on a rampage.
Does being knocked down still grant immunity to damage? The Reiksguard knocked over a lot of Saurus and that meant that potentially a lot of their charge bonus was wasted on immune models.
For the Blunderbuss/Grudgeraker fight and cost comparison, the Blunderbusses have 8 more melee attack, 4 more melee def, 8 more weapon strength and 2 more charge bonus. So they've got a slight but near across the board advantage in melee combat. It's just not really what they're there for so it's pointless 90% of the time.
They also changed gyrocopters in the new patch, and the new Brimstone Guns are horribly bad. Pretty sure CA made a mistake with their ammo count and/or damage numbers, because a unit of them can barely kill a unit of goblins before running out of ammo. The new normal Gyrocopters are pretty damn good though, and the Goblin Hewer is hilariously fun and really strong if you can increase its ammo count. The new change to the flame cannon is also nice and a general improvement imo. Also Malakai's grape shot cannons are insanely powerful.
I think the Reiksguard vs The Knights of the Black Rose, would go way better for the Black Rose if they had the Iron Resolve buff from the Chapter House in Nuln.
As it stands, I think the Doomseekers best used similarly as you use monstrous infantry. Let your front lines clash then throw the DSs in to bring the pain
I get not testing the barges or ships .But a fun test I just thought of for like TD would be taking those big SEs and tossing them each into a unit of like empire swordsman or something and just timing how long it takes them to either route the unit or like time to get the unit down to half health. Like obviously both a stegadon and a toad dragon could run through a unit of dwarf long beards but who will break them faster and who will do their dmg faster?
I never really thought tests such as these to be of much value. Usually a unit fills a role within a roster in context to existing roster capabilities. Units dont need to outperform the best in class, they need to do something the faction struggles with, elevating the armies potency as a whole. Though i dont believe any of the ToD units fullfill such a responsibility aside from nurgle big bois and nurgle fast bois.
Ofc letters have to win. Khone has no missles no magic. If their melee prowess isnt superior to the other factions heh. The seekers perform just like the elven infantry. Good stats but oh suprise surprise! low HP makes them lose to most of stuff. Atleast they have spell resistance and low model count which will make them resilient to magical nukes. Not like the elves =D
Doomseekers pretty much delete any other melee unit whilst dying themselves, like a bloated corpse, which would be an interesting role for them if not for their price.
Slayers need the all the buffs from research, Ungrim, Malakai, and Garagrim. With those buffs though I think they beat any other maxed out infantry unit. They get ridiculous stats from those buffs. Like has to be nearing 100% increased weapon strength and 50% physical and magic resistance as well as just being hella fast. I get you are testing them more in a multiplayer enviroment and wether they are a good unit at base. I just don't think Slayers are meant for that since they get more campaign bonuses than I have ever seen for any other unit. Will do an Ungrim campaign and see what the maxed out stats for them is and update this comment if I remember.
One trick with low model count infantry, such as the doomseekers, is to always throw them in to an ongoing infantry brawl. With say, some dwarf warriors or miners mixed in, you have many less models attacking your glass cannon doomseekers, but almost all your doomseekers are still able to get into melee. You don't really need to flank with units like doomseekers either, just run them in behind your holding line.
Vampire coast depth guard work like this, too. Particularly the dual-axe variant.
Yeah, I'm surprised Zerk's testing for the Doomseekers was so tactically static; they're basically unbreakable trolls, so it's a little pointless to put them in an unsupported position, same as you wouldn't with trolls.
@@vyeelime8143 It's not entirely useless. It's still still very good to know how they may hold up in a frontal engagement if they need to. It's also very good at showing that bringing doomseekers will not let you widen your front line or envelop your opponents.
@@vineveer4358 I second this comment about Depth Guard with Dual CC weapons. That's exactly how I use them. Allow the enemy to crash on my zombie chaff front line and tire themselves. And then I counter charge with the Depth Guard who generally proceed to murder fuck anything they can touch.
not really a trick it's a basic principle of the game with low model count units. This is almost always how you use monstrous infantry
16:32 I like that your solution to "how do I compare these other units?" was to just throw all of them on the same side and set about mincing a big pile of elves
Grombrindal approves this message
"Combined IQ of 44" Sound like every single coop campaign I load in with my mates
amen to that
Pft. Our last 2 collective brain cells always fighting for 3rd place.
lmao I love this game for so many reasons but the absolute brain death of playing multiplayer campaigns is worth every penny
Are you somehow friends with me? Lol. My friend and I are idiots and we play coop lol
4:34 Also looks like grudgerakers knock infantry down more often
For every reload they shoot twice.
Thats probably where the stronger knock back comes from.
didn't chorf blunderbusses absolutely ragdoll the shit out of everything they shot on launch too? seems like the rakers have the same launch-window behaviour as the busses, would make sense given they shoot the exact same looking projectiles, probably the same coding wise.
@@warhound45I'm pretty sure CA said they're identical
5:11 A "WHAT" ranged missile infantry? Mark this day in the book!
There will be NO Alliance!
he is definitely in the book no Question
There will be a chapter for him
Slayer's biggest weakness i think is the loose spacings they have. Every time they charge into an enemy, they get deep into the formation and end up having to fight 4 models at ones. It certenly looks cool to have movie like mixed blobs of slayers and whatever they are fighting against battle it out. But i think it drastically affects their affectivness as a unit in 1 vs 1. Always use it together with a trash tier unit supporting it even for elite slayers if you want them to perform their best.
That sounds like a perfect opportunity to do the T-pose spin, charge in and let it rip! 😂
@@tominieminen66 Lets BAYYBLAAAADE
@@tominieminen66 I think that might have been the idea, but if so it didn't translate well into game mechanics.
It's also a life saving advantage against artillery fire
Exactly. Thing is these guys are supposed to do that lorewise. They wanna die só they can restore their honour. Its perfect.
But zerk, you forgot the plague ogres
and pestigors
My boys the pestigors are why I clicked on this video 😢
@@Lovely--Ksadly the pestigors are beat out still by chaos warriors of Nurgle with great weapons 😢
@@HellScryer well thats because they are not supposed to be used that way
Ligma
No toad dragon vs dread saurian?? That's the Warhammer Kaiju fight I've been waiting to watch!
Point of order:
Grudge Rakers do _less_ damage per shot than Blunderbusses - but they get _two_ volleys per point of ammo (so, six projectiles, to Blunderbuss' three) at a faster reload which is why their stats show higher.
They can stun-lock the enemy far more effectively, but their kill potential is slightly worse due to the spreading of the damage.
In every Total War I've preferred melee cav over shock cav, so the Black Rose lads are a nice addition for me. I'm not a huge Empire player but these additions look excellent.
Except rome1. Cheap barbaric horseman with their great 9 charge bonus make romans flee, despite having low combat stats))
I find this particular kind of video the most compelling that Zerk makes, no way would it be sustainable for a youtube channel to only make stuff like this, but its very useful imo
Tell you what would be handy with those shock cavalry? If there was a little icon next to it's unit flag indicating when it's charge bonus is spent, a little indictor so you know when you should probably pull them out, out even an indicator showing you they're having a rough time because they've been left in (besides looking at the matchup text directly on the unit card)
I like how new big units are a giant ship that flies also a ship that goes on land also a very large breaded dragon pet. Loving them!
Do get big bearded dragon vibes, which I love
Doomseekers are a dam good unit, mostly for chaff clearing but I do think they need a 8 man unit buff give them 40 models and I think they’d be a very good infantry blender. And I think a way to make long rifles perform around the same as other sniper units, is to give them 300 range so they’ve got slightly more range but overall less tanky, and dealing less damage more of a damage over time unit.
Probably even 45 models. 0 armor, 0 resists and no shield is just too punishing for their current stats.
I know a modder who has plans for them so dont fret
@@Lukashoffmann94 I do agree I think slayers should get a minor physical resist. At the very least the ROR doomseekers should.
@@Troupe_Master when I get my new pc I’m planning on doing that myself.
@@Troupe_Mastercool. Most people aren't going to use the mod. Most people who care about a units stats are multiplayer people anyways.
another thing about blunderbusses is that they have a lot of ways of incressing their damage even in multiplayer, with the fire passive flamable attacks and such, do it makes sense for them to be less cost efficient on a vaccum
Chorf and dwarf shotguns have the same damage per volley, the difference being that dawi ones have 3s less reload time which the unit card shows as higher damage. Even defensively the reload time is more useful since the blunderbus shots do knockback and the target models end up locked in stagger animations.
Make size comparison between Toad Dragon and other titanic monsters (Dread Saurian, Frost Wyrm, Elemental Bear, Mammonth, Giant, Rogue Idol).
One advantage that snipers have over jezzails and crane gunners: looks like they’ve should be placeable on walls.
That’s big for my siege tactics.
Bro I love that there’s a reload animation for the new thunderers, wish there was one for the Hochland long rifles and the Ironsides.
Yeah, I use a reaload animation mod for years, the fact that there is none without modding is just so weird.
It’s a shame the animation isn’t quite right though. The whole point of the shield on the back is that the dwarf can turn away from the enemy whilst reloading to defend against incoming missiles but with this animation they just face forward. (Pavise crossbow men in MTW did this)
I really do enjoy these mashups, Zerk.
They can be quite comical at times. It is the necessary break we need from the monotony in our lives.
Watch a short video, have a few laughs, learn something new in the process and then back to the daily grind.
Nevertheless, thank _you_ for your continued dedication to the channel and TWW.
Stay classy my friend.
Pleasantly surprised at how competitive the units are! A lot of the cries of "OP" and "pay-to-win" had me worried, but from these tests it seems like the matchups are a lot more interesting and balanced than I thought. Thanks Zerk!
Doomseekers are not frontline warriors. They are better used when combining them with other less quality units.
Melee flankers 🤌
they're mostly pointless is what they are. Giant Slayers at least had some sort of purpose. the new slayer units are all flavor and no substance. Dwarves needed mass, like some kind of mechanized monstrous infantry perhaps, not more slayers that get ripped to absolute shreds while struggling to get the same value as other similar priced units
there's one reason to recruit slayers and that's if you're playing a thematic ungrim campaign, otherwise just use more useful units like irondrakes, longbeards, ironbreakers, and the newly introduced grudge rakers. you'll have a unit that can actually do something without needing to be paired up to be useful
I think maybe they should have been made into an ability like NightGoblin spiny ball boys are??
@@zacharyjackson1829 I have to agree with you. Too many redundant units. Regular dual wield slayers should be anti infantry and are enuff.
@@Vyrtus_But short people can’t really do flanking😂
Tbf, CD Dwarf units are supposed to be more expensive than their regular dwarf counterparts when their stats are equal. They can field more bodies on the lower end so their better units are more costlier in comparison.
Compact Disc Dwarf
@@PauLtus_B Hah! Well caught.
@@TheYannir Mistakes happen.
...but a CD Dwarf is a funny idea to me, even though I don't know how I'd imagine it.
If the Dwarfs know one thing, is that Blunderbusses and Shotguns go "Boom!"
I hope the dwarf thunderbarge does not get ancient salamandered.
I wish the Nuln Ironsides had repeaters. They look too much like the snipers who in turn seem kind of underwhelming. I hoped the Doomseekers would perform better; if they want to keep the unit size smaller, maybe they could use a little stats tweak before Tuesday.
5:23 He's a good shot considering he's aiming with an eye that doesn't even work.
I feel like a fair test of cycle charging the knights of the black rose (despite the lower bonus) would have yielded similar results to the shock cavalry. I think they are just straight better because you can micro them but they are more forgiving.
God I love these videos of yours, please never stop
I'd like to see how the Toad Dragon fares against creatures like it - Dread Saurian, Frost Wrym, etc. Or other big entities in general.
Skullcrushers need a big buff, they should have a lot more weapon damage.
10:37 “I think I left them in there a little too long” what are they, hot pockets?
Make sense that grudge raker fire faster since they reload pretty fast in vernimtide 2, they also seems to fire 2 shots instead 1
we harly need an artillery test with the new and the old ones
cant imagine what the rogue armies are gonna be with these new units
Colleague laugh in evil with their tanks and rockets xD
Doomseeker seem more like monsterous infantry in their rolen as in that you want to stack on top of your other infantry so they can deal their damage while the other infantry acts as a damage sponge (similar to how you usually use aspiring champions)
Like stack them om top of miners/warriors/longbeards or even ironbreakets and they should do great
I loved all three of these lords. I really couldn't pick a favorite.
It's been a long time since I've had such a positive experience with every new lord in a lord pack like this.
Malachai is my favorite character of the three as a character...due to his importance in the books. But I was very surprised at how much better the maggot lord made the Nurgle experience while the combination of death magic/gunpowder focus of Elspeth was very fun and unique as well.
00:44 that spinning guy :D
The problem with Ironsides isn't going to be their performance one v one. It'll be if they can do the job more efficiently than Handgunners.
5:11 SHORT?!
Doomseekers also have relatively low weapon strength compared to GW units. Slayers and Giant slayers have top tier weapon strength compared to elite halberds, yet doomseekers have the only a small increase compared to black orcs and chosen. So having 32 models really hurts them without a buffer unit. They would need to be pushing 80 weapon strength, have a much larger bonus vs infantry, or have splash attacks with full damage to multiple models to match the output of vanilla slayers vs their ideal target.
5:12 "SHORT?!?" - Thorgrim Grudgebearer
Nice camera angles and zoom-ins...great vid all in all
15:50 That stone troll getting bullied 😭
Make comparison between Toad Dragon vs infantry and War Mammonth/Rogue Idol vs infantry.
Jabberslythe and Incarnate Elemental of Beasts seems also pretty compareable to me.
"Hie beard got chopped off"😂😂😂
15:53 what the heck is that animation? Did that middle troll just pull out its own intestines and slapped the enemy with it???
The only test I think I’d like for the Landship would be to compare its cannon dps to other single shot artillery like the og steam tank, I want to know how viable it is as a sniper (definitely not the intended use for it but I’m curious)
Feel like you forgot about deck gunners for the sniper category
It makes sense for the doomseekers to be bad in a unit versus unit scenario. With such a small unit size and no armor they'll get mauled by most high tier infantry, so you're gonna have to place them inside another friendly infantry unit to shield them while they go on a rampage.
blunderbusses was such unique chaos dwarf unit, and now dwarfs have a better unit.
doomseekers also have the active ability whirlwind of death which may have helped them in all of these matchups
The "problem" with Doom Seekrs is due to them having 0 armour.
Hochland long rifles having slightly worse guns but more models than jezails or crane guns could be good imo. Quantity vs quality.
Another great video! These match-up ones are entertaining.
We now need a snapdragon unit whatever that looks like.
"The problem of the doomseekers is in their size". That's goin' in the book.
I think this has been my favorite DLC in a long time
4:15 Ashut-out ? GG Zerk !
Also, I always consider Knights of the Blazing Sun as the better charge cav...
Are you planning on doing a vid on the RoR's from this dlc?
Chaos dwarfs getting power crept this fast feels really bad.
Does being knocked down still grant immunity to damage? The Reiksguard knocked over a lot of Saurus and that meant that potentially a lot of their charge bonus was wasted on immune models.
Doomseekers are the same case as Druchii Shades. Their base stats are quite bad, but you can pump them up to absolutely insane stats in campaign😂
Are Hochland long rifles able to mount walls unlike the jezail and crane gunner teams?
@Zerkovich you didnt use the vortex ability from doomseekers right ?
I may be misremembering, but except for the RoR the vortex is campaign exclusive after unlocking a tech
@@TheWhiteDragon3 wait no we see the skill in the stats and the RoR one only has a better ability version
They need to charge it first. I think it was 90s in combat before they can use it.
@@Lukashoffmann94yeah, pretty crazy for a unit that fragile.
the knights of the black rose models looke fing awesome
I'm kinda glad the elite Korn demons can punch above their price point the faction can literally only do 1 thing so I'd hope they did it well
0:45 I didn't know Kratos was a dwarf!
God, I missed your unit comparison videos ❤
No elves were harmed in the making of these military exercises.
*H O W D I S A P P O I N T I N G*
For the ranged stuff it shouldn't be number of volleys, but time, since some units shoot faster obviously.
4:46 it also looks like grudgerakers fire twice per reload, so their advantage in this regard is doubled
For the Blunderbuss/Grudgeraker fight and cost comparison, the Blunderbusses have 8 more melee attack, 4 more melee def, 8 more weapon strength and 2 more charge bonus. So they've got a slight but near across the board advantage in melee combat. It's just not really what they're there for so it's pointless 90% of the time.
They also changed gyrocopters in the new patch, and the new Brimstone Guns are horribly bad. Pretty sure CA made a mistake with their ammo count and/or damage numbers, because a unit of them can barely kill a unit of goblins before running out of ammo. The new normal Gyrocopters are pretty damn good though, and the Goblin Hewer is hilariously fun and really strong if you can increase its ammo count. The new change to the flame cannon is also nice and a general improvement imo. Also Malakai's grape shot cannons are insanely powerful.
"A nice short-ranged unit..."
SHORT?!?!!! *scribles furiously in book of grudges*
I think the Reiksguard vs The Knights of the Black Rose, would go way better for the Black Rose if they had the Iron Resolve buff from the Chapter House in Nuln.
I know it must be more work, but timestamps on the video would be awesome Zerkovich!
As it stands, I think the Doomseekers best used similarly as you use monstrous infantry. Let your front lines clash then throw the DSs in to bring the pain
How do you do it like that. I try to do expirments seeing which units are stronger but the enemy lord always gets involved.
I get not testing the barges or ships .But a fun test I just thought of for like TD would be taking those big SEs and tossing them each into a unit of like empire swordsman or something and just timing how long it takes them to either route the unit or like time to get the unit down to half health. Like obviously both a stegadon and a toad dragon could run through a unit of dwarf long beards but who will break them faster and who will do their dmg faster?
I never really thought tests such as these to be of much value. Usually a unit fills a role within a roster in context to existing roster capabilities.
Units dont need to outperform the best in class, they need to do something the faction struggles with, elevating the armies potency as a whole.
Though i dont believe any of the ToD units fullfill such a responsibility aside from nurgle big bois and nurgle fast bois.
You should have tested and compare thunderbarge against all units in the game lol
Doomseekers are great against chaff, they quickly gain their physical resistance and can even take on stronger units later on.
you missed 3 more nurgle units.
plague ogre, other plague ogre and the pestigor
Maybe Reiksguard need some tweaking because that is a very interesting outcome.
How does he control both units?
Doomseekers are dwarven cavalry, got it
Ofc letters have to win. Khone has no missles no magic. If their melee prowess isnt superior to the other factions heh.
The seekers perform just like the elven infantry. Good stats but oh suprise surprise! low HP makes them lose to most of stuff. Atleast they have spell resistance and low model count which will make them resilient to magical nukes. Not like the elves =D
Doomseekers pretty much delete any other melee unit whilst dying themselves, like a bloated corpse, which would be an interesting role for them if not for their price.
Human Boy Yes-Yes was ragging on the grudge rakers and I don’t really know why? They’re better that one of the best missile units in the entire game
the doomseekers definitely feel like a "troll" unit, dont just charge them into infantry, have them charge behind other friendly units
It's actually sad you didn't make another test for doomseekers but using their spinning ability against exalted bloodletters
For the Land Ship the comparison I would like to see is to the Steam Tank.
7:36 that’s a grudgin
This is a format I really like wathcing, I realize.
5:34 He says "doo doo"!
Maybe some monster duels for the toad dragon?
Slayers need the all the buffs from research, Ungrim, Malakai, and Garagrim. With those buffs though I think they beat any other maxed out infantry unit. They get ridiculous stats from those buffs. Like has to be nearing 100% increased weapon strength and 50% physical and magic resistance as well as just being hella fast. I get you are testing them more in a multiplayer enviroment and wether they are a good unit at base. I just don't think Slayers are meant for that since they get more campaign bonuses than I have ever seen for any other unit. Will do an Ungrim campaign and see what the maxed out stats for them is and update this comment if I remember.
Why are grudgerakers muzzle loading? These weapons are throat fed cartridge based.
Doomseekers look like they might be a bit too dependent on their blender ability to be a unit that you can reliably mass-recruit.
Blunderbusses were such a neat unique Chorf unit
Lets hand it out to more factions sigh