10:09 The Goblin Hewer works much better than shown. When the Varghuf reached the unit, the next step would be to use the slayers in melee (instead of trying to shoot with the artillery). Two shots were enough to nearly kill the Varghulf, the slayers would easily overwhelm the already dying creature.... and after this, you send them back to shot the remaining 2 shots. Killing 2 Varghulfs and still have a nearly complete unit of slayers is quite efficient. And even if you cant get them back to the artillery, you still kill a Varghulf and can use the slayers to deal some damage. The only weakness is, that in campaign your artillery suffers casualities, which means they may not start with 4 artillery pieces.
@@Slyslug It'd be hard to redeem yourself for shaming you and your clan when you're running around with the undead and raiding ancestral allies. Not to mention Sartosa often fights against Ironhammer... at least in the games I've played
Aside from Dragon Slayer definitely having an edge on Thane in killing power, I think it is also worth noting that Dragon Slayer heroes are the only hero that provide casualty replenishment for Dwarf armies. That is a really big thing for Dwarfs, which have struggled with that in the past, and is actually a massive buff to slayer only armies on its own.
The idea of the Goblin Hewer is to drop the heavy payload on the nastiest enemy you find and then pull the Slayers out of the artillery piece They're basically a unit of Slayers with ranged weapons, you kill something with the Hewer and then you're still left with 42 Slayers (I believe) to keep fighting It's conceptually amazing, and the most creative way I could think of to add functional artillery to a rush army
I think a lot of people are missing 1 important fact though, look at the melee stats of the Goblin Hewer. It has the stats of the regular slayers (probably less models) so it can defend itself and you could use it as an emergency slayer unit in melee.
@@cango8415i couldn't hate letting one, but it's not in the lore, dwarfs don't like moving any way except by dwarf legs, every dwarf that flys a gyrocopters or sails on a ship is consumed insane, there's obviously room to give the dwarfs a steam tank logically, but it steps on to many toes and would make the steam tank less unique
@@Dinoman9877 No answers, huh? Lizardmen with their melee air units, with their bolt thrower monsters. But no they are powerless to the glacial blimp that is a massive target to anything that can sneeze.
Wow, the knockback from those Grudgeraker shots. It's nice and cathartic as well as very fitting for a shotgun unit to just send their victims flying. The Goblinhewer almost seems to conceptual be shock artillery. If that makes sense. I almost want to have a small army that follows my main army with like 4 or 5 of these. And when I see a single big monster that is a huge threat. I swap it out before fighting and just burst down that unit and swap back after the battle
1:21 tbh grudge rakers are considered more technologically advanced than flamethrowers. The ancient world had flame throwers, but double barreled shotguns are definetly more modern. Besides i think the flamethrowers would be much more common for fighting off nasty suprises in the lower levels of the dwarf hold.
Did you really say that the thane does good melee damage? Just looking at the dragon slayer's stats I can tell he would eat thanes like french fries in a melee. Seems to me like his purpose in the roster is to stand near your artillery or your guns and beg the enemy flying monsters or mounted lord to get within axe distance. A pure beatstick hero to kill other characters.
Cool factor is always a good thing. And as others have said, don't forget that the Dragon Slayer is the first Dwarf hero that boosts replenishment, after nearly EIGHT years. Take one, use him as an assassin and replenishment stick.
I love the goblin hewer. It's deals it's damage to whatever you need deleted then the slayers can go off and keep the damage up. If it gets charged by cavalry or monsters it's gonna give whatever did it quite the shock too.
I think that the idea of a knockback effect being used with some units like the shotgun thunderers is really interesting. Maybe give them little less damage for balance reasons, but being able to push back an enemy unit or at least just being able break their cohesion as they approach charging distance is a really interesting idea that CA should explore more.
I think the most important aspect of the Grudge Rakers is how they still shoot when in melee. It's one of the only ranged foot units I've seen do that. Have a Dwarf Master Engineer pop an entrench on those bad boys, and they will absolutely _munch_ through melee infantry. I'd like to see if they'll still do that when up against a single entity monster unit or monstrous infantry or cav.
Grudge settler Hammerers with the freezing effect on their melee swings have been by far the best new units. So good for countering flankers & reverse flanking
Thanks for the videos! I like the slayer lord and hero because dwarven lords and heroes tend to be great at tanking but weak at inflicting damage. So small foot lords like Vlad, Grimgor and Sigvald can become a HUGE problem for dwarves because crossbows/guns struggle to shoot them. Now you can actually hire a few temporary Slayer lords or heroes and use them to specifically target down this troublesome legendary lord in a fight.
You say the doomseekers dont have their flail but have you seen their attack animation where they use their flail? And how they have the chain for their flail wrapped around their wrists?
im really happy looking at the grudge rakers not deleting those graveguards instantly, that means the blunderbusses of the Chorfs are still superior while the dwarfs have some other really superior stuff, was afraid it was just gonna be a chorf blunderbuss copy paste, very happy with this!
From Turin’s testing, the Goblin Hewer seems to excel most against monstrous infantry and cavalry, like stuff with 16-32 models. Basically deletes their source code, and they have an absurdly favorable arc of fire, allowing you to saturate them with other units to let them continue shooting. And the Grudgerakers seem kinda bugged; like the outriders, they seem to aim a bit too high to get their full damage against infantry and cavalry. Good against monsters though
I do feel like slayer pirates and doom seekers give the dwarfs a lot more offensive options with some mobility. Both of them feel like they offer capabilities that the army just, doesn't have at the moment
My main take away here, of them expanding the slayer theme army, and other than cool regular units, is they better have a Death Hag Matron/Matriarch Lord option in the work for the Druchii at some point, so the Sisters theme army can get the same love.
The harpoon on the airship is SUPER clutch on the adventure missions! I know you said you missed a lot, but I'm like 5/5 shots for accuracy, so I wonder what the difference could be(maybe not a large enough data set)
On the goblin hewer: how does the crew handle combat aftet running out of ammo? The crew are still slayers, after all, so im assuming they get slayer buffs.
aside from slayer pirate and goblin howler everything will make you smile from ear to ear my point is who needs slayer pirates if you have thunderers with shotgun and who needs goblin howler when you have cannons with grape shot
Goblin Hewer might be one of the few examples new units that actually seem balanced to me. Huge damage output but it can't snipe everything from halfway across the map and needs protection.
The crew can fight though. It doesn't need protection in the same sense. It just needs to get its few shots off, then be abandoned by the crew so they can fight in melee.
This is such a huge glow-up for the Dawi. The only thing that I feel is missing from this Malakai update is Crankguns - essentially dwarfen miniguns. Malakai has one mounted on a carriage in Gotrek & Felix, and there’s old official art of him firing a Crankgun (pretty sure it was made specifically for the ooooold 2003 WHFB WarCry card game, not the AoS game). Not sure what role they’d fulfill; maybe a longer-ranged anti-monster option for Drakeguns? I’d at least like to see Crankguns as an option for the Thunderbarge.
@@johndane9754 I forgot to mention in my original comment that there are already a few fanmade mods that add crankgun units, both mounted and on foot. Hopefully we get those at some point in the official game (and rune golems, of course!).
I am glad they didn't go "overboard" 😏 with all the new stuff (well except the Thunderbardge). I love campaign, but I also love multiplay. Often these new units are released super OP, and to use them in multiplay will need to wait for an update (like they did now with the nerfs to Kislev). I feel that with campaign you can always buff up your units, so if they are lacking a bit that doesn't matter much to me. But of course I playing at Normal/ Normal difficulty. So I can t say if they same applies for people playing on higher difficulty of course! All in all; the DLC looks amazing to me. Can t wait to lead Tamurkhan s forces to victory... or crush them with the might of Elspeth von Draken s magic.. 😊
Man I am really excited to play both the Dwarf and Empire reworks. Now it’s just waiting for the drop. God daaaaamn it’s going to be a long rest of the month.
Rune golem could be vry impressive. I know, anotheruniverse, but basicallly mix of these dwarfs+chaos dwarf sorcerers if available in Spellforce 3, where they have 2 versions of mini-thunderbarges and titan unit, which is essentialy siege ram-equipped rune golem. Their scouts rode giant moles.That dwarf army was the most impressive in my experiecne, at leats untl this dlc come out.
Slayers are finally awesome and you can finally run full stacks cus they cheap and the 2 handers vs armour and big. Doom seekers for infantry and duals for infantry too and just bulk. Pirates for ranged as they can shoot and chase the kiters. Slayers and some choppers and a barge just wrecks
GRudge Rakers are pretty underwhelming, mainly because a lot of their shrapnel doesnt hit then enemy, and when it does it knocks down a lot. Hope they adjust them
CA please please please don't nerf the Thunderbarge before release! I want to have fun for at least a week! Seriously every bomber should work like this in single player. It's really no need for micro heavy, high skill cap, limited usage abilities on 40 units in a solo campaign. In 40K please stop balancing units for both solo and MP. Point and forget don't work in MP, I get that. But it would really help turn 100+ not getting stale as hell in single player.
any idea if chaos dwarf blunderbusses will get the same mechanic treatment in the DLC as thunderers? i mean shooting when in meele, that would be AWESOME!
Have irondrakes stats changed at all to warrant being tier 2? or has their something about their animation or something changed to make them drop a tier? if they are the same as they are currently then blimey they are an auto include for a long time.
I don't know if I agree with your take that Dragon Slayers are so subpar. In fact, contrary to your stance, I'd take them over Thanes if I had to choose. To begin with, I'd take them solely due to the fact that they provide replenishment. They are also uniquely fast for Dwarves. As for the one glaring minus that you point out - the lack of armor - it can be so easily remedied with crafted runes and gear. Worrying about armor for the Dwarves is akin to a man dying of thirst while sitting on the Nile River.
Do chaos dwarf blunderbusses also shoot while in melee now? I haven't played them since ToD released but i really think they should act like the grudgerakers if not.
8:11 isnt 40 speed pretty high for an artillery piece? That'd mean it pretty maneauvrable so you could move it into nasty positions on the flanks of a line.
All looks nice, but I can't shake off the feeling that dwarfes got a shorter end of stick again (no pun intended) 🙄 It is almost like they underbaked some parts. Like the slayer lord is literally doomseeker with replaced head, the attacks are a bit cartoonish with this overturned swing effect... yeah, I think you understand the point. Like... Empire now is all round formidable. Full arsenal of everything for any situation. Which is not the case for dwarfs. Thorgrim seems to be put on the third raw somewhere, while Malakai and Ungrim are the starts now. Meanwhile Gelt is getting his own campaign and mechanics of sorts.
I feel grudge rakers perform worse than charf blunderbusses. Which is weird I don't know why, they have similar stats and animation yet don't have as much stopping power I feel
Usually you don't expect them to do well against anything shielded and in his infinite wisdom he chose a shielded VC unit to use as a test. UA-camr brain.
Don't really understand the arguement for mellee on the Goblin Hewer when the crew are literally slayers, same stats and everything so these guys are good enough to defend themselves and their war machines unlike most siege crew, so if a melee problem pressents themselves just detach them?
We'll need to play with them to know for sure, but the key thing is that chaos dwarf units aren't in the dwarf roster, dwarf frontlines are better then chaos dwarf Frontlines, so there support for those frontlines kinda need to be worse or the dwarfs will be OP
Hopefully slayers don't melt in combat anymore. I always felt that slayers died so quick and caused the balance of power to lose out on the player side and not worth bring compared to long beards.
@-Kidzin chorf units definitely hit much harder - graveguard starts to crumble after the second volley. Maybe it is some sort of update to missile block overall
I think it's sad to have dwarfs warriors at the same building as miners. It was better for them to be on barracks, and miners as ''militia'' unit. Hammerers to tier 3 ? What ? CA is smoking right now !
How does the thunderbarges ammunition work? Is it like there steam tank where the “main” cannon is the ammo shown on BBC the ui and the others are infinite or are they all limited?
Think the ammo is for the cannons and the shot gun troops, the bombs are unlimited but lower damage, to make up for it being unable to go into melee like the gyrocopters and bombers can when they run out of ammo.
Video 1 of 2 today! I'm also live on Twi- as thegreatbookofgrudges pop by and say hi!
Twi?
Do you have any idea when this pack is slated for? I have been reading Gortex and Felix and have been anticipating Malakai Makaisson for a while now.
@@sup1602 release date is the 30th
@@desiredcord1517 Thanks. Take a updoot.
this makes high queen khalida even worse to play as thorek is really eager to wage war on you then
TGBoG: "Goblin Hewers aren't a doomstack unit."
Okoii: "Challenge accepted."
Time to revisit 20 slayers
10:09 The Goblin Hewer works much better than shown. When the Varghuf reached the unit, the next step would be to use the slayers in melee (instead of trying to shoot with the artillery).
Two shots were enough to nearly kill the Varghulf, the slayers would easily overwhelm the already dying creature.... and after this, you send them back to shot the remaining 2 shots.
Killing 2 Varghulfs and still have a nearly complete unit of slayers is quite efficient. And even if you cant get them back to the artillery, you still kill a Varghulf and can use the slayers to deal some damage.
The only weakness is, that in campaign your artillery suffers casualities, which means they may not start with 4 artillery pieces.
Sartosa should be able to recruit Slayer Pirates.
Sartosa should a lot of things that aren't the walking, shooting dead
I think a dwarf, slayer in particular, would sooner die than join undead pirates.
@@Slyslug sartosa are human pirates, they were just wrongly added in the vampire coast dlc
@@Slyslugwhy You think They have PIRATE in The name
@@Slyslug It'd be hard to redeem yourself for shaming you and your clan when you're running around with the undead and raiding ancestral allies. Not to mention Sartosa often fights against Ironhammer... at least in the games I've played
Aside from Dragon Slayer definitely having an edge on Thane in killing power, I think it is also worth noting that Dragon Slayer heroes are the only hero that provide casualty replenishment for Dwarf armies. That is a really big thing for Dwarfs, which have struggled with that in the past, and is actually a massive buff to slayer only armies on its own.
The idea of the Goblin Hewer is to drop the heavy payload on the nastiest enemy you find and then pull the Slayers out of the artillery piece
They're basically a unit of Slayers with ranged weapons, you kill something with the Hewer and then you're still left with 42 Slayers (I believe) to keep fighting
It's conceptually amazing, and the most creative way I could think of to add functional artillery to a rush army
The big thing the dragon slayer has over the thane is his replenishment bonus.
This. I think my generic armies are going to be led by a Runelord, Dragon Slayer, and Master Engineer. That replenishment bonus is so welcome
Now all slayer armies is completely viable and reasonable, as opposed to a meme.
Someone already did a challenge based on that, going to conquer Athel Loren by using only slayers. With the DLC, I mean.
Don't put "reasonable" and "slayer" in the same sentence.
You are right on goblin hewer it could have been a warmachine instead of artillery. When out of ammo it can just be like a giant chainsaw.
Although that's sick we'd never stop hearing people say it's just a reskinned bone crusher and complain
WAIT until They hear about half of The dark Elf roster @@Slyslug
I think a lot of people are missing 1 important fact though, look at the melee stats of the Goblin Hewer. It has the stats of the regular slayers (probably less models) so it can defend itself and you could use it as an emergency slayer unit in melee.
@@Slyslug i dont mind in fact i want it. Dawi lacking any steam tank variant or warmachine is a grudge.
@@cango8415i couldn't hate letting one, but it's not in the lore, dwarfs don't like moving any way except by dwarf legs, every dwarf that flys a gyrocopters or sails on a ship is consumed insane, there's obviously room to give the dwarfs a steam tank logically, but it steps on to many toes and would make the steam tank less unique
Those Dawi on the very top of the Thunderbarge who seem to throw grenades never seem to be mentioned as another form of attack.
...What did you mean at 07:47? We've seen axe-flail animations for them, haven't we? They're using them as you're talking. Am I missing something?
The fact that the dread saurian still has a capacity when the thinderbarge exist
Lizardmen may be the most powercrept faction from a previous game at this point. They have literally no answers to something like the Thunderbarge.
Dont worry theyll nerf the dlc In General at 5.1
@@Dinoman9877 No answers, huh? Lizardmen with their melee air units, with their bolt thrower monsters. But no they are powerless to the glacial blimp that is a massive target to anything that can sneeze.
Flyers? @@Dinoman9877
@@fish5645 yeah those salamanders I forget the name would drop the oversized balloons out the sky.
WE NEED CRANK GUNNERS 🗣🔥‼️🔥‼️🔊🔊🔥‼️🔊🔥‼️
I love Dwarves in Warhammer. Simple, effective, low energy, hard as nails, great voices, and looks cool.
Wow, the knockback from those Grudgeraker shots. It's nice and cathartic as well as very fitting for a shotgun unit to just send their victims flying.
The Goblinhewer almost seems to conceptual be shock artillery. If that makes sense. I almost want to have a small army that follows my main army with like 4 or 5 of these. And when I see a single big monster that is a huge threat. I swap it out before fighting and just burst down that unit and swap back after the battle
1:21 tbh grudge rakers are considered more technologically advanced than flamethrowers. The ancient world had flame throwers, but double barreled shotguns are definetly more modern.
Besides i think the flamethrowers would be much more common for fighting off nasty suprises in the lower levels of the dwarf hold.
It helps to think of the goblin hewer like it's the anti- large version of a bloated corpse.
Did you really say that the thane does good melee damage? Just looking at the dragon slayer's stats I can tell he would eat thanes like french fries in a melee. Seems to me like his purpose in the roster is to stand near your artillery or your guns and beg the enemy flying monsters or mounted lord to get within axe distance. A pure beatstick hero to kill other characters.
Cool factor is always a good thing. And as others have said, don't forget that the Dragon Slayer is the first Dwarf hero that boosts replenishment, after nearly EIGHT years. Take one, use him as an assassin and replenishment stick.
Was good to see you in Lumi's stream the other day, happy to see this much comprehensive coverage of the DLC stuff, thank you!
I love the goblin hewer. It's deals it's damage to whatever you need deleted then the slayers can go off and keep the damage up. If it gets charged by cavalry or monsters it's gonna give whatever did it quite the shock too.
The Thunderbarge having drinking Dawi inside (11:52) is freaking hilarious!
I think that the idea of a knockback effect being used with some units like the shotgun thunderers is really interesting. Maybe give them little less damage for balance reasons, but being able to push back an enemy unit or at least just being able break their cohesion as they approach charging distance is a really interesting idea that CA should explore more.
I think the most important aspect of the Grudge Rakers is how they still shoot when in melee. It's one of the only ranged foot units I've seen do that. Have a Dwarf Master Engineer pop an entrench on those bad boys, and they will absolutely _munch_ through melee infantry. I'd like to see if they'll still do that when up against a single entity monster unit or monstrous infantry or cav.
1:12 "SHORT!"
thank you, grudges for the awesome content, you cutie. hyped for the DLC!
Grudge settler Hammerers with the freezing effect on their melee swings have been by far the best new units. So good for countering flankers & reverse flanking
Thanks for the videos!
I like the slayer lord and hero because dwarven lords and heroes tend to be great at tanking but weak at inflicting damage.
So small foot lords like Vlad, Grimgor and Sigvald can become a HUGE problem for dwarves because crossbows/guns struggle to shoot them.
Now you can actually hire a few temporary Slayer lords or heroes and use them to specifically target down this troublesome legendary lord in a fight.
Thanks for the overview of the troops, its been the main thing i've been wondering about
You say the doomseekers dont have their flail but have you seen their attack animation where they use their flail? And how they have the chain for their flail wrapped around their wrists?
im really happy looking at the grudge rakers not deleting those graveguards instantly, that means the blunderbusses of the Chorfs are still superior while the dwarfs have some other really superior stuff, was afraid it was just gonna be a chorf blunderbuss copy paste, very happy with this!
Unit level is counted out from their base cost. I - up to 500 gold, II - 500 to 1000. III - 1000 to 1500 and so on. Not connected to building level.
From Turin’s testing, the Goblin Hewer seems to excel most against monstrous infantry and cavalry, like stuff with 16-32 models. Basically deletes their source code, and they have an absurdly favorable arc of fire, allowing you to saturate them with other units to let them continue shooting.
And the Grudgerakers seem kinda bugged; like the outriders, they seem to aim a bit too high to get their full damage against infantry and cavalry. Good against monsters though
Slayers seem nice, a nice compliment to frontline troops as a cycle-charger/flanker
Great content, great quality, great video!
I do feel like slayer pirates and doom seekers give the dwarfs a lot more offensive options with some mobility. Both of them feel like they offer capabilities that the army just, doesn't have at the moment
Love these little guys
LITTLE?! TO THE BOOK YOU GO WAZZOK!
My main take away here, of them expanding the slayer theme army, and other than cool regular units, is they better have a Death Hag Matron/Matriarch Lord option in the work for the Druchii at some point, so the Sisters theme army can get the same love.
Loving the content as always Nathan, keep it up❤ cheers from Chile!🔥♥️
The harpoon on the airship is SUPER clutch on the adventure missions!
I know you said you missed a lot, but I'm like 5/5 shots for accuracy, so I wonder what the difference could be(maybe not a large enough data set)
Those Grudge-Racker seems veeery weak compared to the chorf blunderbusses, the pushback is there, but it just tickles the Grave Guard
On the goblin hewer: how does the crew handle combat aftet running out of ammo? The crew are still slayers, after all, so im assuming they get slayer buffs.
They do get buffs for slayers. They are basically lower model count slayer unit.
I figured the doomseekers would be good, I did not expect them to maul grave guard like that.
aside from slayer pirate and goblin howler everything will make you smile from ear to ear
my point is who needs slayer pirates if you have thunderers with shotgun and who needs goblin howler when you have cannons with grape shot
The Goblin Hewer wiped out my leveled highly armoured chaos lord in one volley.
Goblin Hewer might be one of the few examples new units that actually seem balanced to me.
Huge damage output but it can't snipe everything from halfway across the map and needs protection.
The crew can fight though. It doesn't need protection in the same sense. It just needs to get its few shots off, then be abandoned by the crew so they can fight in melee.
This is such a huge glow-up for the Dawi. The only thing that I feel is missing from this Malakai update is Crankguns - essentially dwarfen miniguns. Malakai has one mounted on a carriage in Gotrek & Felix, and there’s old official art of him firing a Crankgun (pretty sure it was made specifically for the ooooold 2003 WHFB WarCry card game, not the AoS game). Not sure what role they’d fulfill; maybe a longer-ranged anti-monster option for Drakeguns? I’d at least like to see Crankguns as an option for the Thunderbarge.
If you recall Gatling guns from Shogun 2, then crank guns should be that far off.
Just give ratling guns to the dawi without the green glow 😂
@@johndane9754 I forgot to mention in my original comment that there are already a few fanmade mods that add crankgun units, both mounted and on foot. Hopefully we get those at some point in the official game (and rune golems, of course!).
I am glad they didn't go "overboard" 😏 with all the new stuff (well except the Thunderbardge).
I love campaign, but I also love multiplay. Often these new units are released super OP, and to use them in multiplay will need to wait for an update (like they did now with the nerfs to Kislev).
I feel that with campaign you can always buff up your units, so if they are lacking a bit that doesn't matter much to me. But of course I playing at Normal/ Normal difficulty. So I can t say if they same applies for people playing on higher difficulty of course!
All in all; the DLC looks amazing to me. Can t wait to lead Tamurkhan s forces to victory... or crush them with the might of Elspeth von Draken s magic.. 😊
Slayer hero will be nice to have even if it's only for the casualty replenishment as dwarfs tend to struggle with that
Man I am really excited to play both the Dwarf and Empire reworks. Now it’s just waiting for the drop. God daaaaamn it’s going to be a long rest of the month.
Dragon slayer should have grimnirs wards(up to +20% Ward save for kills) to be more viable as your go to melee-killy hero in comparison to thane.
Rune golem could be vry impressive. I know, anotheruniverse, but basicallly mix of these dwarfs+chaos dwarf sorcerers if available in Spellforce 3, where they have 2 versions of mini-thunderbarges and titan unit, which is essentialy siege ram-equipped rune golem. Their scouts rode giant moles.That dwarf army was the most impressive in my experiecne, at leats untl this dlc come out.
I wish they would have more large units. Dwarves has very little I'm terms of large units. We dwarves feel a bit shorthanded.
Hear hear!!🎉🎉🎉
Slayers are finally awesome and you can finally run full stacks cus they cheap and the 2 handers vs armour and big. Doom seekers for infantry and duals for infantry too and just bulk. Pirates for ranged as they can shoot and chase the kiters. Slayers and some choppers and a barge just wrecks
I like using slayers to protect my artillery from flank attacks like chariots and trolls
Slayers warm my heart, they are the dream of every general.
Is it just me, or does it seem like the grudge-rakers do far more knock-back than damage?
those silver shields and high hitpoints of the grave guard were doing work
GRudge Rakers are pretty underwhelming, mainly because a lot of their shrapnel doesnt hit then enemy, and when it does it knocks down a lot. Hope they adjust them
Things I'd like to see before TW:W3 ends: Storm of Magic DLC, Snagla Grobspit/ Gitilla da Hunta legendary lord DLC
CA please please please don't nerf the Thunderbarge before release!
I want to have fun for at least a week!
Seriously every bomber should work like this in single player.
It's really no need for micro heavy, high skill cap, limited usage abilities on 40 units in a solo campaign.
In 40K please stop balancing units for both solo and MP.
Point and forget don't work in MP, I get that. But it would really help turn 100+ not getting stale as hell in single player.
I love the goblin hewer, i send it in to mess up the lords and big monsters, then i drop the machine and use the crew, they're slayers afterall
any idea if chaos dwarf blunderbusses will get the same mechanic treatment in the DLC as thunderers? i mean shooting when in meele, that would be AWESOME!
does Slayer Lord get immortal skill in talents? If so that's pretty ironic
Have irondrakes stats changed at all to warrant being tier 2? or has their something about their animation or something changed to make them drop a tier? if they are the same as they are currently then blimey they are an auto include for a long time.
I honestly gave no Fs about this update but once i heard all the love the Dawi are getting... i am eagerly awaiting the end of April
Rock and stone!!!
0:57 Shorter?! That's going in the book!
I don't know if I agree with your take that Dragon Slayers are so subpar. In fact, contrary to your stance, I'd take them over Thanes if I had to choose. To begin with, I'd take them solely due to the fact that they provide replenishment. They are also uniquely fast for Dwarves. As for the one glaring minus that you point out - the lack of armor - it can be so easily remedied with crafted runes and gear. Worrying about armor for the Dwarves is akin to a man dying of thirst while sitting on the Nile River.
Can you have multiple Thunderberge units in the same army in the campaign? Like a doomstack?
Do chaos dwarf blunderbusses also shoot while in melee now? I haven't played them since ToD released but i really think they should act like the grudgerakers if not.
8:11 isnt 40 speed pretty high for an artillery piece? That'd mean it pretty maneauvrable so you could move it into nasty positions on the flanks of a line.
It's fast (for a dwarven artillery)
Sure, 40 speed is somewhat fast, but it only has 80 range.
How satisfied are you with age of reconing mechanics?
All looks nice, but I can't shake off the feeling that dwarfes got a shorter end of stick again (no pun intended) 🙄
It is almost like they underbaked some parts. Like the slayer lord is literally doomseeker with replaced head, the attacks are a bit cartoonish with this overturned swing effect... yeah, I think you understand the point.
Like... Empire now is all round formidable. Full arsenal of everything for any situation. Which is not the case for dwarfs. Thorgrim seems to be put on the third raw somewhere, while Malakai and Ungrim are the starts now. Meanwhile Gelt is getting his own campaign and mechanics of sorts.
Didi you see the rework? The thunderbardge being one of the most op unit too? The campain for Malakai? I disagree with you but to each their own...
While they haven't given us Empire 2, I feel like this DLC is going to allow me to have full gunpowder armies anyway! Great work TGBG!
Full gunpowder armies are not a good thing.
I waited almost 10 years for these units to be playable in TW :D
Have you tested Hewer's crew alone? I've heard that they perform as normal slayers only low entity.
I hope they add the Norscan Dwarfs and have the Dwarf Bezerkers as units.
I feel grudge rakers perform worse than charf blunderbusses. Which is weird I don't know why, they have similar stats and animation yet don't have as much stopping power I feel
Usually you don't expect them to do well against anything shielded and in his infinite wisdom he chose a shielded VC unit to use as a test. UA-camr brain.
How powerful are the Grudge-rakers compared to Chorf Blunderbuss?
The pirate slayers have armor piercing ammo, I would say that makes them better than free company and after unbreakable just doubles their value
They do cost quite a bit more though. I think it was 750g compared to the 450g of the free company?
@@Lukashoffmann94 that would make sense.
Slayer pirates should have vanguard deployment or both lore and multiplayer implications
Within six minutes and 100 views, I’ve never been this early before
Don't really understand the arguement for mellee on the Goblin Hewer when the crew are literally slayers, same stats and everything so these guys are good enough to defend themselves and their war machines unlike most siege crew, so if a melee problem pressents themselves just detach them?
What's the range on the three types of thunderbarge ammo?
Can slayer pirates get vanguard? I don't mind the dragon slayer. Dwarfs will do well with an anti-large character.
Did normal Slayers get renamed to Troll Slayers? Really hope so.
So grudge raker are a weaker dwarf blunderbus?
There is no dwarf blunderbuss. The chaos dwarf one is kinda similar but they seem to hit harder
Overall yes.
But due to their faster reload and the fact that they fire twice per reload seems to give them much more force to disrupt formations.
We'll need to play with them to know for sure, but the key thing is that chaos dwarf units aren't in the dwarf roster, dwarf frontlines are better then chaos dwarf Frontlines, so there support for those frontlines kinda need to be worse or the dwarfs will be OP
They do less damage but double the projectiles and ~40% faster reload speed means they have a ton of knockback.
Hopefully slayers don't melt in combat anymore. I always felt that slayers died so quick and caused the balance of power to lose out on the player side and not worth bring compared to long beards.
Goblin hewer was great on the table top
Can Malakai summon a thunder barge in every battle with every army? Or does it have some constraints?
Malakai's army only, think it can only be summoned once per battle and it is only a temporary summon that will begin to disintegrate after awhile.
@@BNOBLE981 thanks! Seems OP, I like it xD
I noticed that the Grudge rakers mostly knock back the enemy and don't do that much damage..
Right? Their damaged seemed rather pathetic. Although that might have been due to the fact those were shielded Grave Guard
@-Kidzin chorf units definitely hit much harder - graveguard starts to crumble after the second volley. Maybe it is some sort of update to missile block overall
I think it's sad to have dwarfs warriors at the same building as miners. It was better for them to be on barracks, and miners as ''militia'' unit.
Hammerers to tier 3 ? What ?
CA is smoking right now !
How well does restock work with goblin hewers?
CA seems to be saving the best troops to some kind of end game . Definitely not SOC bad, but lukewarm ....
How does the thunderbarges ammunition work? Is it like there steam tank where the “main” cannon is the ammo shown on BBC the ui and the others are infinite or are they all limited?
Think the ammo is for the cannons and the shot gun troops, the bombs are unlimited but lower damage, to make up for it being unable to go into melee like the gyrocopters and bombers can when they run out of ammo.
If you confederate malakai, does he keep the spirit of grungni or does it disappear?
Dwarves didnt have repenishment from a hero yet right? Dragon slayers are good for that at least
Slayer Holy War across the map now a possibility!!!
Anyone else think about the thunder barge realistically dying from one shot to the blimp? lol
I notice you did not discuss my new plan to find my doom.
Idk the slayer pirate ROR I sent them into the fray and they had 130 kills and I didn’t even babysit them