Markus is also one of the worst campaign and lord in the game... He is even worst than a generic engineer lord/hero so yeah he needs a rework but CA doesn't care.
The slaughterbrute should have a stacking ward save the more enemies are nearby, a stacking damage buff on kills and big rampage effect on enemies when he attacks them for the first time with a big 2 minute long cooldown or something. He needs to be OP in melee, better than any other standard monster because standard melee big monsters with nothing else are the worst.
@@iforgotmyname1669 Giants want to speak about that, but I get it, Also for me is still funny Giants are still the big bonks of total warhammer, now thats a khorne warrior, duelist stats, and a big fucking Weapon streangh with ap and a really good HP pool
I think the main problem it has is that they didnt bother giving it new animations. It just inherited all of the mutalith animations it made sense for it to have. Obviously the problem here is that the mutalith's animation profile is designed for a big mortis-engine centerpiece unit, while the slaughterbrute needs animations more like a warsphinx in order to function. You can see how it's attacks are just stationary slapping and its charge doesnt carry it very far for exaample, when a unit like this needs to barrel around wildly, send infantry flying and be hard to surround
yeah CA be reusing alot of assets in game 3. But I'm pretty sure it doesn't use the same animation, it's the same rigging as the mutalith vortex beast. but doesnt have any of the cool abilities.
@@Weberkooks the vortex beast is already one of the worst monsters in this game, so the slaughter brute being a worse vortex beast is not a good start imo.
Yeah but that doesnt matter. It is more a utility unit with that mortis engine and buffs/debuffs. It fits in great and can do a ton of helping or damage. I think u underestimate it. Imo it is good in fights as well. @@Jeffery3464
in tabletop the slaughterbrute had a unique twist: you could link them to a hero, so the beast were than fighting with the heros fighting skill. this made them very strong, but only as long as they were linked to the hero.
They kinda have that in the game too. They get unbreakable, magic attacks and don't rampage while your lord is alive. Once your lord dies it loses all those traits and permanently rampages.
@@olafthemoose9413 ok, but the keypoint was that the slaughterbrute fought with the heros WEAPON SKILL! so to represent this the brute needs to get a boost to meele attack and meele defence.
If your lords alive. Slaughterhouse gains 20% of their atk, def and weapon strength value. I wanted to say half but people can get up to over 100 melee attack really quickly so the slaughter brute could be unstoppable at that point
What is with ca adding cool ass monsters but than making their stats, impact frames, armor or what ever terrible to the point where most of the monsters, other than a hand full are just hot garbage lol.
I know that one issue with the recent monsters they've been adding is that they actually have really good hitboxes, so unfortunately, things have a really easy time hitting them compared to the older monsters that have more janky hitboxes where they were harder to hit in melee.
CA doesnt get it when it comes to chaos. Neither do the staff who joined GW after 8th edition and are probably who advises CA. Khorne is handicapped in ranged/magic because their melee is supposed to be OP as hell... Yeah, there is fluff that gives other reasons, but thats just fluff.... That was always their style, gimick, or whatever you want to call it. NO other standard faction /w a well balanced roster should have a single unit that can go one v one against any mid to high tier Khorne unit, and it should be difficult even with the other mono factions. The idea is to use ranged, artillery, magic, tactics like chokepoints, bait, surround and overwhelm, ect to deal with them and hope you do enough damage to come out a victor on the other side. This tit-for-tat balancing is against everything an asymmetric wargame should be! And yet what do we see? We see the marked gors who should be the cream of the crop hand picked by their gods with units that can be curb stomped by basic swordsmen. We see wrathmongers that can be bent over and spanked by units that shouldnt on TT stand a snowballs chance against them....And we see the slaughterbrute become a slaughter puppy, all in the name of "Balancing the game". I know they do this for the multiplayer community to keep things "fair", but it hurts the essence of what Warhammer always was. Maybe CA should have two statlines and set ups, one for MP and one for campaign based on TT settings. I know modders caught on to this problem as far back as game one, because I came across quite a few mods seeking to make it "right". Such a shame. RIP Slaughterbrute, Wrathmongers, and Skullreapers. The most recent victims of the curse of "Balanced".
@@Dr.AvenVon Yeah, I can see that angle. I knew they were WAY off with the marked Gors in earlier DLCs. Hand picked by their Gods for being the best of the best.....Er, not so much.... What really got me recently was a 1v1 between Karl Franz and Arbaal. The fact that Arbaal barely scratched him and got splattered in that test (I am saying Karl still had 80 percent of his HP and Arbaal was destroyed entirely) was the moment I understood they don't get it. I'm an old school Warhammer fan. Started out playing Empire and then VCs, but Arbaal was one of my favorites. The guy litterally could strike between 3 to 18 times every round depending how lucky you were on a 3D6 to represent his ferocity and burst speed attacks. Karl, on the other hand, was more of a leader though he was no slouch at 3 attacks per turn. Against most opponents Karl would indeed win, but in NO UNIVERSE should Karl steamroll Arbaal like he did in those playtests.... Its a shame. It seems the slaughterbrute is in the same way, along with Wrathmongers and Skullreapers from what I am told. I want these guys represented in all their loreful glory. I LIKE taking them on, and the stress of overcoming odds I should have very little chance at. Its a great feeling when you overcome those odds by your wits.... And sometimes I like to kick up my feet, relax, and play the scourge of the land where everything scatters before me. By misrepresentation, they rob BOTH types of situations from players.
@@MidnightBlackandVictoria I can kinda defend the karl franz vs arbaal thing, as arbaals entire kit is build around killing lots and lots of low to mid armored infantry, not dueling. but yes, arbaal shouldn't have lost that hard against fucking karl. and the rest, I agree. khorne is probably my favorite hcaos god, but I wil lskip this dlc, nothing in it really is worth it. and the khorne rework is aslo not really all that good. shame.
@@Dr.AvenVon Arbaal on the table was supposed to be one of the greatest of duelests. In fact, he had a special rule where he HAD to issue a challenge at the outset of every battle. I'm also a little dissapointed that he doesnt spawn and end the game on defeat. Being the 100th would have been the perfect excuse to keep him loreful and have an "Iron man" campaign". I am just going by what I have seen online though. Maybe they will have hammered out the bugs by release and I am just getting low expectations for nothing. But they DO have a bad track record when it comes to Chaos (Game one and two being the worst faction, that god awful chaos invasion mechanic, Throggs voice line and personality, no flying mounts for marked Chaos characters despite them always having them from every edition and the assets already in the game, Just about everything with Daniel, ect) so I am a little tentative with these Chaos releases. I hope my impressions are wrong. I've waited 10 years for Arbaal to drop as my number one most wanted. I also regret he didnt get the "paid" budget but it is what it is. Hopefully, its better in hand. I'll still get all the DLC simply because I am a completionist to the point of obsessive. And in holding out hope that voices will cause them to fix anything off in the end. After all, they REALLY fixed Archaon. Took a while, and a lot of complaining, but they did. So who knows.....
@@MidnightBlackandVictoria if you just buy everything no matter how much complaints you have, then you could just say nothing at all. just as effective
I prefer these videos be made because i prefer that the units I purchase actually get used in the game. Seeing that slaughter brute get out down by all those archers is really disappointing. I understand not wanting to make a really strong unit, but a tier 5 monster should be able to take a few hits.
I'm more pissed at Thundertusk vs. Stonehorne with launcher. Basically, it's a recolour with shuffled stats, performing better because it has 2 riders and an artillery attack. Calling a crossbow "javelin launcher" is a joke. I'd love it if it was more of a ballista with less ammo, but more power like empire's luminark or thunderbarge ability.
Stonehorn does better in melee due to animations according to Turin, specifically vs infantry blobs it does far better. But yeah, the Thundertusk seems more versatile with little going for the Stonehorn
@@Wafelkowiec the new spider is way worse literally the same stats just has a artillery piece to make better all the time at least the stonehorn model functions differently
@@darkomihajlovski3135 Oh yeah I forgot about it. I'd swap the Ork crossbowmen as normal unit and spider as RoR anytime, at least they would bring something new as higher tier range unit for greenskins. Those are goddamn tier 5 units that are suppose to be a cherry on top of DLC. I wonder if it's simply GW being a bunch of hardasses, lack of imagination or low budget. Though maybe it's Sopfia not being familiar with the game as much.
@@Wafelkowiec honestly with how detailed the models are compared to the old greenskin models that might have been the plan at some point but they changed their minds
Without talking about the amount of damage they take, the slaughterbrute isnt anti large i believe, but the remaining two are. So it makes sense they deal more damage to cavalry. At least in the first fight.
the last several dlc's why do they keep delivering terrible performing underwhelming single-entity units that are among the worst in the game? the k'dai destroyer, kislev wyvern, now this, etc. these are supposed to be some of the coolest units and i never pick them up because other units are better :(
@@Dr.AvenVon K’daii destroyer is very strong with forge upgrades. You don’t NEED them, but they’re very cool. Frist wyrms are actually kinda insane after they got collision attacks, their charge animation is wild.
@@shmekelfreckles8157 Yeah, I've been using frost wyrms in my current Kislev campaign and they're doing well for themselves. Good against large units and decent against infantry. They also make Ice Witches into good fighters since they can take wyrms as mounts.
7:33 Bloodthirsters are quite bad for their price as duelists. Low WS, bad AP ratio. The slaughterbrute is definitely atrocious it's just the competition on the khorne roster is trash.
The balancing so far seems really off. All the new khorne units look horrible, then you have mangler squigs which appear disgustingly overpowered. I guess we'll see when the dlc drops.
I was surprised seeing it's weapon strength at 'only' 550, this thing should be the hardest hitting monster in the game...barring the my beloved dread saurian ofc
Idk, but it looks like the AP split is really bad on the Slaughterbrute; but at the same time it dealt decent damage to Kholek, so it could also just be a case of really exceptionally atrocious animations and attack hitboxes.
ALL of Khorne’s monster single entities need gorefeast. The bloodthirster needs it especially as it has zero abilities compared to the other greater daemons.
Kinda cool how much disruption his mass and attacks cause against inf. I think that will allow more friendly models to push in and kill the unit faster. Try it paired with bloodletters against high tier dwarf infantry maybe. Not saying it’s worth the cost but might be fun in some scenarios
@@easymoneeey dwarf can shoot it down very easily and slayers would destroy it in malee besides undead I'm not sure what match up it would be safe to bring
@@darkomihajlovski3135 skeleton spearmen/bloodknights and zombie pirate polearms/handguns would make it's life very hard in undead matchups, not to mention the TK special of bringing mass spears and missile constructs... i wonder how many snake volleys it can take actually.
@@fkaliases ah sorry should have specified vampire counts, coast and tomb kings have way too much range Tho skeleton spearmen and blood knight wouldn't really do much since minotaur and khorne infantry can clear them out for the slaughterbrute but at that point why are even bring him
@Nikolas5842 no they ain't, they're great at killing tho there is a few scenarios that they'd suck in like going up against kholek or valkiea or skarbrand or maybe throt but that's still niech af
Only reason I see Slaughterbrute being more valuable is in crowds, he seems like a disrupting monster to cripple the enemy lines so your infantry can get in and just wreck anything that straggles behind.
I don't know who thought that making a mutalith beast without the mortis or the AoE buff or the AoE dmg ability would be good. Mutalith beast sucks balls. It's only okay cause of it's AoE abilities.
I thought it was the dueling "mirror" to the mutalith, but doesn't seem like it. Would have been a nice differentiation of the units, or at least make it an anti-monstrous infantry/cav unit, to keep the BT as duelist.
I guess CA were afraid to make khorne new units in general overpowered. And made them underpowered. Wrathmongers are not good and have no sense, skullreapers are bad also, bloodbeasts lost armor piercing and in face to face battle lost to empire swordsmen. Khornegors are good. So 4/5 new units of khorne require rebalance/rework
Honestly the Bloodthirster only lost in the damage test against Kholek because of the dumb instability mechanic daemons have. The fact it was that close despite the massive amount of instability damage being taken honestly proves it even further how bad Slaughterbrute is
I am not fussed over the Slaughterbrute anyway, I'd still be using Bloodthristers anyway, I like the flying option. And in other factions, I'd be getting the Shaggoth. But the ROR one with Gorefeast looks good
The passive the Slaughterbrute gets from his Lord being alive should grant additional Melee Defense (somewhere around +10 to +12 maybe) since the whole schtick of this monster on tabletop was that they received the weapon skill (in game this is MA and MD) from the general of your army. This would still mean that they melt to ranged pressure but have a much stronger and unique performance in melee to other SEMs in that they can function kind of like a duelist character would. Also, they could use some better animations.
Rest assured that the one thing they won't fix anytime soon will be animations. If anything they'll give it a small stat boost or a wonky passive ability.
@@indrickboreale7381 not kholek atleast but maybe others, kind of the same argument with the slaughterbrute, okay is it's best case scenario, on DoC i have seen it do well in an air cheese build with the great unclean one healing them.
@@darkomihajlovski3135 absolutely, i think the slaughterbrute is worse by far, it's just to illustrate how bad it is, if it was worse then a s tier unit it can still be good. way worse then a d tier means f tier by default
I just recently got BACK into war-hammer and started with war-hammer one. I'll then move to two, and go to three, after. MAYBE. I dont have three, I only have one and two. I'm actually kinda shocked with how poor it feels units perform, just in general. All the time it feels like everything I do doesn't have the affect it should have, even if what I do LOOKS bombastic. Take cavalry charges for example. They still serve a function and are useful. But, even the top tier chaos knights cavalry just feel like a wet fart. You charge them in and, oh, look at all those units flying. AND it really didn't do much of anything. all those unit are just standing back up. When you NEED your cav to perform and take out a rear line of archers, but they just don't, for reasons and even get stuck on them. AAAAAAAHHHH
The TLDR is that it's just another giant, then? It could do some damage if left alone on a couple of cheap infantry units but it's low, gigantic, doesn't have high enough defensive stats.
Total War UA-camrs will never let the masses know this simple truth. They are part of a secretive cabal of Kholek mains that can not let his true strength be realized, lest CA challenge Starcrusher with their own nerf hammer.
The animation of the Slaughterbrute remind me of the Elemental bear, K'dai destroyer or Chaosspawn, so kind of slow, derpy and easy to hit. The opposite of the useful and evasive move sets units like Tomb Scorpions have, for example.
damn i was really hoping it would function like warsphinx, at least the whole animation wise. just set it to slaughter and focus on rest of the troops :(
This DLC hasn't really hit the mark for me. And I'm an 'ogre main' and a beastmen main too. The Khorne units seem to be quite weak, and most of the other units are just kind of stale. Why did they pick Orcs? Orcs should have gotten some Free LC units.
I guess he is more of pusher, crowd thrower, line breaker. What's his weight? If he's very heavy then combined with his okeish speed and good charge he would break infantry formations to create mess Yes-Yes
The problem with that is that it has a big ass where it will always only have a small fraction of its MD and can be targeted by at least 3-4 small models. So if they mega boost MD and MD it'd be completely OP against any single character or entity, but still die quickly when facing more than 1 entity or couple of spearmen.
I watched only a start of the video... it seems like he is takig a lot of damage because his animations are terrible. He is basically standing in place as enemies hit it from all directions while being a huge target, so a lot of units can attack at once
the entire khorne side of this dlc just seem to be really bad. only the bloodpriest (or however he is called) seems to be good, the rest of the units are all either pointless or simply bad. and I was actually hyped for this dlc
That's disappointing. Maybe they will buff it, also Markus buffs huntsman who specifically are designed to kill monsters. It's no shock the melt him, they also melt every lizardmen monster.
this DLC is a huge disappointment. Khorne got infantry, infantry, infantry, a centerpiece monster and monstruous infantry. Khorne already had these things aplenty, so the way you play khorne hasn't changed at all. Skulltaker's campaign mechanics are also nothing interesting On the other hand it means that I can play Arbaal's campaign without worrying that I would be missing out without the DLC. So yeah, no reason to buy the DLC for people only interested in khorne
So, Khorne is being Khorne, and lore-accurate to Khorne, with appropriate Khorne-centric mechanics that fit the characters they are attached to. Yours is not a good take.
@@humantwist-offcap9514 Yeah its exactly what was wanted from the dlc I feel like. How can people be complaining about it? The only disappointment from this patch is the lack of greenskin mechanics 😢
@@TheRevan1337 It is a good take. Khorne shouldn't have been updated if they didn't add anything that meaningfully changes the factions capabilities. Should have done Slaanesh instead.
Giant units with a huge hit box always tend to suck ass. They just take too much damage because because they have no Armour if they hit on the back which is 50% of the model. Same with the Dread Saurian, just there to sell dlc Get any two missile units in the game shooting them and they go right down
I just like to point out markus managed to mis the slaughterbrute twice even tho it was right in front of him
Average range hero/lord experience
Markus drank too much schnaps
CA made missile unit blind in WH3
@@Nikolas5842 Not blind, otherwise they wouldn't keep holding their fire if a friendly unit was remotely close to whatever you want them to shoot at.
Markus is also one of the worst campaign and lord in the game... He is even worst than a generic engineer lord/hero so yeah he needs a rework but CA doesn't care.
If its tier 5 , it will be useless in campaign too. Bloodthirsters are smaller and can fly...
Honestly bloodthirsters are really mid in campaign too
Bloodthirsters are also bad.
bloodthirsters are also bad
"bloodthirsters are also bad"
Yep, and yet they're a better option than the brute. Says a lot about that thing xD
He should have the Rogue Idol ability where he gets stronger the less hp it has if i remember correctly
Idol loses armour but hits harder as he loses hp.
The slaughterbrute should have a stacking ward save the more enemies are nearby, a stacking damage buff on kills and big rampage effect on enemies when he attacks them for the first time with a big 2 minute long cooldown or something.
He needs to be OP in melee, better than any other standard monster because standard melee big monsters with nothing else are the worst.
@@iforgotmyname1669 Giants want to speak about that, but I get it, Also for me is still funny Giants are still the big bonks of total warhammer, now thats a khorne warrior, duelist stats, and a big fucking Weapon streangh with ap and a really good HP pool
I think the main problem it has is that they didnt bother giving it new animations. It just inherited all of the mutalith animations it made sense for it to have. Obviously the problem here is that the mutalith's animation profile is designed for a big mortis-engine centerpiece unit, while the slaughterbrute needs animations more like a warsphinx in order to function. You can see how it's attacks are just stationary slapping and its charge doesnt carry it very far for exaample, when a unit like this needs to barrel around wildly, send infantry flying and be hard to surround
7:39 This is a fun test because the Slaughterbrute uses the same animation rig as the K'dai Destroyer
yeah CA be reusing alot of assets in game 3. But I'm pretty sure it doesn't use the same animation, it's the same rigging as the mutalith vortex beast. but doesnt have any of the cool abilities.
@@Weberkooks the vortex beast is already one of the worst monsters in this game, so the slaughter brute being a worse vortex beast is not a good start imo.
@@Jeffery3464doesn’t vortex beast have the facemelt aura?
@@shmekelfreckles8157 the aura isnt bad but the actual monster itself is terrible in combat.
Yeah but that doesnt matter. It is more a utility unit with that mortis engine and buffs/debuffs. It fits in great and can do a ton of helping or damage. I think u underestimate it. Imo it is good in fights as well. @@Jeffery3464
in tabletop the slaughterbrute had a unique twist: you could link them to a hero, so the beast were than fighting with the heros fighting skill. this made them very strong, but only as long as they were linked to the hero.
They kinda have that in the game too. They get unbreakable, magic attacks and don't rampage while your lord is alive.
Once your lord dies it loses all those traits and permanently rampages.
@@olafthemoose9413 ok, but the keypoint was that the slaughterbrute fought with the heros WEAPON SKILL!
so to represent this the brute needs to get a boost to meele attack and meele defence.
@@manuellaslo1282 they could/should probably expand on that idea.
If your lords alive. Slaughterhouse gains 20% of their atk, def and weapon strength value. I wanted to say half but people can get up to over 100 melee attack really quickly so the slaughter brute could be unstoppable at that point
@@dragonryderx7x218 that sounds very good.
What is with ca adding cool ass monsters but than making their stats, impact frames, armor or what ever terrible to the point where most of the monsters, other than a hand full are just hot garbage lol.
@@Jeffery3464 like the only actually strong monster ca released in Warhammer 3 was the vortex beasts but that got nerfed to be mediocre
@@darkomihajlovski3135 I find the 3700 dread saurian to be the best monster in the game by far, but yeah the vortex beast is terrible now lol.
@@Jeffery3464 3700 could buy way more flexibility tho :/
I know that one issue with the recent monsters they've been adding is that they actually have really good hitboxes, so unfortunately, things have a really easy time hitting them compared to the older monsters that have more janky hitboxes where they were harder to hit in melee.
@@zach942 yea but cool godzilla monster lol
Yeah, when i saw it in Okoii video and it was just ground down by gnoblars i was like "wtf"
I think they tried to be careful because of the unbreakable mechanic
Idk, the unbreakable has a built in counter already, and you dont really care that a big monster doesnt break because it gets melted by archers anyway
11:04 Bro, how can you miss that.
His hands were shaking from how shit the slaughterbrute is
@@ZESTdabesthe was trying to hold back his laughter
right? I am a better archer and he is supposed to be a hunst marshall
But is he better than a feral mammoth?
aintnoway
CA doesnt get it when it comes to chaos. Neither do the staff who joined GW after 8th edition and are probably who advises CA.
Khorne is handicapped in ranged/magic because their melee is supposed to be OP as hell... Yeah, there is fluff that gives other reasons, but thats just fluff.... That was always their style, gimick, or whatever you want to call it. NO other standard faction /w a well balanced roster should have a single unit that can go one v one against any mid to high tier Khorne unit, and it should be difficult even with the other mono factions. The idea is to use ranged, artillery, magic, tactics like chokepoints, bait, surround and overwhelm, ect to deal with them and hope you do enough damage to come out a victor on the other side. This tit-for-tat balancing is against everything an asymmetric wargame should be! And yet what do we see? We see the marked gors who should be the cream of the crop hand picked by their gods with units that can be curb stomped by basic swordsmen. We see wrathmongers that can be bent over and spanked by units that shouldnt on TT stand a snowballs chance against them....And we see the slaughterbrute become a slaughter puppy, all in the name of "Balancing the game".
I know they do this for the multiplayer community to keep things "fair", but it hurts the essence of what Warhammer always was. Maybe CA should have two statlines and set ups, one for MP and one for campaign based on TT settings. I know modders caught on to this problem as far back as game one, because I came across quite a few mods seeking to make it "right". Such a shame.
RIP Slaughterbrute, Wrathmongers, and Skullreapers. The most recent victims of the curse of "Balanced".
"balance" itself is not the problem here. it is that CA simply is bad at understanding that different factions should play different.
@@Dr.AvenVon Yeah, I can see that angle. I knew they were WAY off with the marked Gors in earlier DLCs. Hand picked by their Gods for being the best of the best.....Er, not so much.... What really got me recently was a 1v1 between Karl Franz and Arbaal. The fact that Arbaal barely scratched him and got splattered in that test (I am saying Karl still had 80 percent of his HP and Arbaal was destroyed entirely) was the moment I understood they don't get it.
I'm an old school Warhammer fan. Started out playing Empire and then VCs, but Arbaal was one of my favorites. The guy litterally could strike between 3 to 18 times every round depending how lucky you were on a 3D6 to represent his ferocity and burst speed attacks. Karl, on the other hand, was more of a leader though he was no slouch at 3 attacks per turn. Against most opponents Karl would indeed win, but in NO UNIVERSE should Karl steamroll Arbaal like he did in those playtests....
Its a shame. It seems the slaughterbrute is in the same way, along with Wrathmongers and Skullreapers from what I am told.
I want these guys represented in all their loreful glory. I LIKE taking them on, and the stress of overcoming odds I should have very little chance at. Its a great feeling when you overcome those odds by your wits.... And sometimes I like to kick up my feet, relax, and play the scourge of the land where everything scatters before me. By misrepresentation, they rob BOTH types of situations from players.
@@MidnightBlackandVictoria I can kinda defend the karl franz vs arbaal thing, as arbaals entire kit is build around killing lots and lots of low to mid armored infantry, not dueling.
but yes, arbaal shouldn't have lost that hard against fucking karl.
and the rest, I agree. khorne is probably my favorite hcaos god, but I wil lskip this dlc, nothing in it really is worth it. and the khorne rework is aslo not really all that good.
shame.
@@Dr.AvenVon Arbaal on the table was supposed to be one of the greatest of duelests. In fact, he had a special rule where he HAD to issue a challenge at the outset of every battle. I'm also a little dissapointed that he doesnt spawn and end the game on defeat. Being the 100th would have been the perfect excuse to keep him loreful and have an "Iron man" campaign".
I am just going by what I have seen online though. Maybe they will have hammered out the bugs by release and I am just getting low expectations for nothing. But they DO have a bad track record when it comes to Chaos (Game one and two being the worst faction, that god awful chaos invasion mechanic, Throggs voice line and personality, no flying mounts for marked Chaos characters despite them always having them from every edition and the assets already in the game, Just about everything with Daniel, ect) so I am a little tentative with these Chaos releases.
I hope my impressions are wrong. I've waited 10 years for Arbaal to drop as my number one most wanted. I also regret he didnt get the "paid" budget but it is what it is. Hopefully, its better in hand.
I'll still get all the DLC simply because I am a completionist to the point of obsessive. And in holding out hope that voices will cause them to fix anything off in the end. After all, they REALLY fixed Archaon. Took a while, and a lot of complaining, but they did. So who knows.....
@@MidnightBlackandVictoria if you just buy everything no matter how much complaints you have, then you could just say nothing at all. just as effective
I prefer these videos be made because i prefer that the units I purchase actually get used in the game. Seeing that slaughter brute get out down by all those archers is really disappointing. I understand not wanting to make a really strong unit, but a tier 5 monster should be able to take a few hits.
Time to mod it and give it a 25% ward save😂
They went in a lame route with the runes of binding. Unbreakable and magic attacks. So boring.
I'm more pissed at Thundertusk vs. Stonehorne with launcher. Basically, it's a recolour with shuffled stats, performing better because it has 2 riders and an artillery attack. Calling a crossbow "javelin launcher" is a joke. I'd love it if it was more of a ballista with less ammo, but more power like empire's luminark or thunderbarge ability.
Stonehorn does better in melee due to animations according to Turin, specifically vs infantry blobs it does far better. But yeah, the Thundertusk seems more versatile with little going for the Stonehorn
@@Wafelkowiec the new spider is way worse literally the same stats just has a artillery piece to make better all the time at least the stonehorn model functions differently
@@darkomihajlovski3135 Oh yeah I forgot about it. I'd swap the Ork crossbowmen as normal unit and spider as RoR anytime, at least they would bring something new as higher tier range unit for greenskins. Those are goddamn tier 5 units that are suppose to be a cherry on top of DLC. I wonder if it's simply GW being a bunch of hardasses, lack of imagination or low budget. Though maybe it's Sopfia not being familiar with the game as much.
@@Wafelkowiec honestly with how detailed the models are compared to the old greenskin models that might have been the plan at some point but they changed their minds
@@darkomihajlovski3135 "eh let the modders tweak it based on community input and we'll roll half of it into vanilla a year down the line"
I wonder if fixing the splash damage bug will fix the slaughter brute
Okay, the Slaughterbrute might be awful at everything but
BUT
can he see why kids love the taste of Cinnamon Toast Crunch?
He only eats Khorne Flakes, the staple breakfast for all servants of the Blood God.
Didnt expect chaos knights to kill it damn
Without talking about the amount of damage they take, the slaughterbrute isnt anti large i believe, but the remaining two are. So it makes sense they deal more damage to cavalry. At least in the first fight.
That’s his entire point bro lol
the last several dlc's why do they keep delivering terrible performing underwhelming single-entity units that are among the worst in the game? the k'dai destroyer, kislev wyvern, now this, etc. these are supposed to be some of the coolest units and i never pick them up because other units are better :(
All these units are strong in campaign and they’re definitely very cool
@@shmekelfreckles8157 no, they are not strong in campaign. other units are better.
@@Dr.AvenVon K’daii destroyer is very strong with forge upgrades. You don’t NEED them, but they’re very cool. Frist wyrms are actually kinda insane after they got collision attacks, their charge animation is wild.
@@shmekelfreckles8157 Yeah, I've been using frost wyrms in my current Kislev campaign and they're doing well for themselves. Good against large units and decent against infantry. They also make Ice Witches into good fighters since they can take wyrms as mounts.
7:33 Bloodthirsters are quite bad for their price as duelists. Low WS, bad AP ratio.
The slaughterbrute is definitely atrocious it's just the competition on the khorne roster is trash.
For Khorn that is hilariously sad.
The balancing so far seems really off. All the new khorne units look horrible, then you have mangler squigs which appear disgustingly overpowered. I guess we'll see when the dlc drops.
Yeah when I saw its stats for the first time in the trailer I was like “Ew… Hope it has good animations.” But no, no.
I was surprised seeing it's weapon strength at 'only' 550, this thing should be the hardest hitting monster in the game...barring the my beloved dread saurian ofc
Idk, but it looks like the AP split is really bad on the Slaughterbrute; but at the same time it dealt decent damage to Kholek, so it could also just be a case of really exceptionally atrocious animations and attack hitboxes.
The melee damage splash bug/changes are probably a large factor here. If they fix that, it might turn out to be mediocre, at best.
This has to be one of the worst dlc's in terms of unit balance. The mangler squigs are OP and all other units are pretty disappointing :😢
I mean Thrones of Decay gave us the (still banned) Thunderbarge, Landship and updated steam tanks...
@@Panopod Don't forget about , those looked cool
ALL of Khorne’s monster single entities need gorefeast. The bloodthirster needs it especially as it has zero abilities compared to the other greater daemons.
Honestly i thought the bloodbeasts were the worst lol
Kinda cool how much disruption his mass and attacks cause against inf. I think that will allow more friendly models to push in and kill the unit faster.
Try it paired with bloodletters against high tier dwarf infantry maybe.
Not saying it’s worth the cost but might be fun in some scenarios
@@easymoneeey dwarf can shoot it down very easily and slayers would destroy it in malee besides undead I'm not sure what match up it would be safe to bring
@@darkomihajlovski3135 skeleton spearmen/bloodknights and zombie pirate polearms/handguns would make it's life very hard in undead matchups, not to mention the TK special of bringing mass spears and missile constructs... i wonder how many snake volleys it can take actually.
@@fkaliases ah sorry should have specified vampire counts, coast and tomb kings have way too much range
Tho skeleton spearmen and blood knight wouldn't really do much since minotaur and khorne infantry can clear them out for the slaughterbrute but at that point why are even bring him
Blood thirsters suppose to be nightmares and they are... well shit
They are nightmares. For the one who's using them.
@@giorgaras1851 🤣
What yall taking about??
they are bad at their one single job
killin
@Nikolas5842 no they ain't, they're great at killing tho there is a few scenarios that they'd suck in like going up against kholek or valkiea or skarbrand or maybe throt but that's still niech af
This sounds like a victory for the Nuln Ironsides - irrefutable proof that they are second to none!!
Only reason I see Slaughterbrute being more valuable is in crowds, he seems like a disrupting monster to cripple the enemy lines so your infantry can get in and just wreck anything that straggles behind.
I don't know who thought that making a mutalith beast without the mortis or the AoE buff or the AoE dmg ability would be good. Mutalith beast sucks balls. It's only okay cause of it's AoE abilities.
I thought it was the dueling "mirror" to the mutalith, but doesn't seem like it. Would have been a nice differentiation of the units, or at least make it an anti-monstrous infantry/cav unit, to keep the BT as duelist.
The brute needs either more melee and dmg or Collison attacks or some self healing to bring up to par
when I first saw the slaughter brute my immediate thought was "wow that looks cool. Shame it's gonna be shit."
Slaughterbrute is designed for unarmored anti-infantry, like skaven slaves etc by having wider area attacks. It’s very niche.
i think the problem is actually the splash damage bug going on rn, so it might actually be better than what it looks like
I guess CA were afraid to make khorne new units in general overpowered. And made them underpowered. Wrathmongers are not good and have no sense, skullreapers are bad also, bloodbeasts lost armor piercing and in face to face battle lost to empire swordsmen. Khornegors are good. So 4/5 new units of khorne require rebalance/rework
Honestly the Bloodthirster only lost in the damage test against Kholek because of the dumb instability mechanic daemons have. The fact it was that close despite the massive amount of instability damage being taken honestly proves it even further how bad Slaughterbrute is
I am not fussed over the Slaughterbrute anyway, I'd still be using Bloodthristers anyway, I like the flying option. And in other factions, I'd be getting the Shaggoth. But the ROR one with Gorefeast looks good
The passive the Slaughterbrute gets from his Lord being alive should grant additional Melee Defense (somewhere around +10 to +12 maybe) since the whole schtick of this monster on tabletop was that they received the weapon skill (in game this is MA and MD) from the general of your army. This would still mean that they melt to ranged pressure but have a much stronger and unique performance in melee to other SEMs in that they can function kind of like a duelist character would. Also, they could use some better animations.
Rest assured that the one thing they won't fix anytime soon will be animations. If anything they'll give it a small stat boost or a wonky passive ability.
@@adriankoch964 Yeah, maybe in one to two years time
Crazy… the two anti large monsters do better than non anti large monster against cavalry. Colour me shocked
Loving CA's continued dedication to releasing pay-to-lose content
Its strange that the Slaughterbrute dont have any native physical resistance.
Give slaughterbrute 90 armor. Make it a damage soak unit.
How bad do these guys have to be to be worst than frost wyrms
bloodthirster is also pretty bad
It's okay at sniping enemy heroes and lords
CA really missed the mark. Supposed be scariest melee monster in the setting.
@@indrickboreale7381 not kholek atleast but maybe others, kind of the same argument with the slaughterbrute, okay is it's best case scenario, on DoC i have seen it do well in an air cheese build with the great unclean one healing them.
@@jordyvandersluijs4484 bloodthirster is pretty bad but at least it can chose it's engagements the slaughterbrute can only wobble to it's death
@@darkomihajlovski3135 absolutely, i think the slaughterbrute is worse by far, it's just to illustrate how bad it is, if it was worse then a s tier unit it can still be good. way worse then a d tier means f tier by default
I just recently got BACK into war-hammer and started with war-hammer one. I'll then move to two, and go to three, after. MAYBE. I dont have three, I only have one and two. I'm actually kinda shocked with how poor it feels units perform, just in general. All the time it feels like everything I do doesn't have the affect it should have, even if what I do LOOKS bombastic. Take cavalry charges for example. They still serve a function and are useful. But, even the top tier chaos knights cavalry just feel like a wet fart. You charge them in and, oh, look at all those units flying. AND it really didn't do much of anything. all those unit are just standing back up. When you NEED your cav to perform and take out a rear line of archers, but they just don't, for reasons and even get stuck on them. AAAAAAAHHHH
it’s not too late for CA to change his stats, right?? that’s the point of Early Access 🥺🤦🏻♂️
Historically speaking only few balance things change from EA to release, unless it's something that gives an useful advantage to the player.
He should be 1100 points. Since he dealt that like every test before he died.
The TLDR is that it's just another giant, then? It could do some damage if left alone on a couple of cheap infantry units but it's low, gigantic, doesn't have high enough defensive stats.
All I am taking away from this is Kholek is OP. I disregard all other information because he won his duels.
Total War UA-camrs will never let the masses know this simple truth. They are part of a secretive cabal of Kholek mains that can not let his true strength be realized, lest CA challenge Starcrusher with their own nerf hammer.
The animation of the Slaughterbrute remind me of the Elemental bear, K'dai destroyer or Chaosspawn, so kind of slow, derpy and easy to hit. The opposite of the useful and evasive move sets units like Tomb Scorpions have, for example.
I have issue with comparison of units if their chevron numbers don't match
damn i was really hoping it would function like warsphinx, at least the whole animation wise. just set it to slaughter and focus on rest of the troops :(
This DLC hasn't really hit the mark for me. And I'm an 'ogre main' and a beastmen main too. The Khorne units seem to be quite weak, and most of the other units are just kind of stale. Why did they pick Orcs? Orcs should have gotten some Free LC units.
clearly what we need is khorne ironsides
Reminds me of the elemental bear at launch.
Do the developers even test these units before releasing them? The Frost Wyrm or dragon from kislev DLC was also (is?) trash.
I guess he is more of pusher, crowd thrower, line breaker. What's his weight? If he's very heavy then combined with his okeish speed and good charge he would break infantry formations to create mess Yes-Yes
Reused animations, and monstrous infantry and cavalry no longer have splash damage. This is a joke, i actually believed CA were turning jt around...
wide model with 70 armor and 0 physical resist is pretty much trash by default
Give it extremely high Melee Attack AND extremely high Melee Defense.
The problem with that is that it has a big ass where it will always only have a small fraction of its MD and can be targeted by at least 3-4 small models. So if they mega boost MD and MD it'd be completely OP against any single character or entity, but still die quickly when facing more than 1 entity or couple of spearmen.
I watched only a start of the video... it seems like he is takig a lot of damage because his animations are terrible. He is basically standing in place as enemies hit it from all directions while being a huge target, so a lot of units can attack at once
Air force thirsters over groundpiggy anyday.
It should have heal and a mortis engine effect .
Just buff everithing, if everything is op then nothing is op and you can have fun with your favorite unit insted of best preforming unit
11:04 you missed! How could you miss he was three feet in front of you..
lower the tier of the unit and reduce its cost. Khorne could use a lower tier monster. It already performs at a lower level anyway.
the entire khorne side of this dlc just seem to be really bad. only the bloodpriest (or however he is called) seems to be good, the rest of the units are all either pointless or simply bad.
and I was actually hyped for this dlc
average CA quality control
CA please buff Slaughterbrute ASAP
Do the devs not do their own testing? How tf did this even get released like tht?
He looks a bit like aldia from DS2 in the thumbnail
They must have overtuned for unbreakable.
should use sandbox for more accurate tests.
It needs A definite buff tbh 😅
I feel like generalist units usually suck
why dont you get yourself a friend to help w these tests
Don't care looks sick will make it work.
That's disappointing. Maybe they will buff it, also Markus buffs huntsman who specifically are designed to kill monsters. It's no shock the melt him, they also melt every lizardmen monster.
He doesn't buff them in multi-player, where this test is
Appreciate you showcasing this! Hopefully it gets significantly buffed before long.
Why does CA hate Khorne
this DLC is a huge disappointment. Khorne got infantry, infantry, infantry, a centerpiece monster and monstruous infantry. Khorne already had these things aplenty, so the way you play khorne hasn't changed at all. Skulltaker's campaign mechanics are also nothing interesting
On the other hand it means that I can play Arbaal's campaign without worrying that I would be missing out without the DLC. So yeah, no reason to buy the DLC for people only interested in khorne
What else are they gonna give Khorne man. It’s not exactly a faction with depth
So, Khorne is being Khorne, and lore-accurate to Khorne, with appropriate Khorne-centric mechanics that fit the characters they are attached to.
Yours is not a good take.
@@humantwist-offcap9514 Yeah its exactly what was wanted from the dlc I feel like. How can people be complaining about it? The only disappointment from this patch is the lack of greenskin mechanics 😢
I have no idea what else you want from khorn?
@@TheRevan1337 It is a good take. Khorne shouldn't have been updated if they didn't add anything that meaningfully changes the factions capabilities. Should have done Slaanesh instead.
Worse than a war mammoth
youd still take it over the thing thing
another classic infantry L lol. infantry just gets shafted at every turn.
Just don't see the point in them tbh. Overlap
They already made this one before and it sucked and they made another one...
you just dont know how to use them
Giant units with a huge hit box always tend to suck ass. They just take too much damage because because they have no Armour if they hit on the back which is 50% of the model. Same with the Dread Saurian, just there to sell dlc
Get any two missile units in the game shooting them and they go right down
Nice video
Yey another unit that should be removed from the game
Removed ? naaah. Reworked ? Yes.