Yeah, this is the Realms of Chaos story campaign where the original set of factions have the objective to raid the realms of Chaos to stop the incursion realm gates and work their way to going to their main goal, that being the Kislev god Ursun...for one reason or another. For Ku'gath it's to use the corpse of a dead god to develop a disease that'll kill even gods
Sadly the original campaign is not that fun when we realize that we spent almost all of the time doing quests instead of invading other lands. Immortal empires is awesome though.
@@rumplstiltztinkerstein The story campaigns aren't really that good, tbh. The only times I had fun with Realms of Chaos was when I played factions that don't even care about the Realms. I just shack up with the Chaos Dwarves and work on my autistic industrial machine project
So when leadership hits 0, the unit will rout. For undead units within armies like Tomb Kings, Vampire counts, Vampire Coast, When leadership hits 0, the unit quickly deteriorate (Crumbling) until the entire unit is dead. For Demonic units within armies like the 4 chaos god armies, Chaos Undivided and Chaos Warriors. when leadership hits 0, the unit starts deteriorating (Banished!) until the entire unit is dead. Mechanically very similar but there is alight differences between the two statuses. This status only applies to demonic units, so if you're playing chaos warriors, most your infantry will be mortals who will not suffer from banished. There is another trait called Unbreakable where leadership for a unit will never drop, regardless of what happens.
the chaos demons factions all have those "hate.." skills, tzeentch and nurgle for eachother, and slaanesh and khorne eachother. it really shows their sibling rivalry
With the way you can recruit ally faction units, nurgles lack range can easily be covered by some skaven allies to unlock some plagueclaw catapults and warpfire throwers. Very lore friendly and satisfying.
this is the realm of chaos campaign yes, each faction has some goal relating to the captured kislev god Ursun, Mega polar bear picking a faction determines what happens to the god at the end, mostly it dying if you dont pick humans Nurgle units spawn "damaged" at around 80% health, to even out their instant recruiting so you cant just get a full 19 units out of nowhere yes many nurgle units just have nurglings inside them, even the ones barely bigger than humans sometimes have a nurgling poke out, in great unclean ones like kugath they are basically a spawning pool for nurglings which is why he can use them as ranged attacks, they also love being thrown as they laugh all the way until they hit the enemy i suggest looking up the nurgling animations too, they are a collective of several nurglings per actual unit model and they change into various shapes to fight, rolling into balls and crashing into enemies for a charge attack, assembling into a nurgling mech with 1 as the central body and the others acting as its limbs, all of them grabbing the legs of another and using them as a whip and probably some more
22:28 Sort of. Regeneration comes at the cost of Flaming attacks vulnerability. Some units innately have it, other can get it through banners or magic items. Basically, use fire.
the Protoss are a race of highly-advanced aliens from the starcraft franchise, like Tzeentch's forces in total war: warhammer 3, the Protoss have 'shields', which work like the barrier mechanic, a set amount of health that can regen when out of combat with no worries of a healing cap, in fact, for the most part replenishing shields is the closest thing to healing protoss get, unlike the other two factions in the starcraft Franchise, Terrans/humans with medics and medivacs, and zerg with natural regen
The not routing thing only applies to Chaos DEMON factions. Factions and units that are directly connected to the warp. Factions like the Warriors of Chaos, Norsca, and Beastmen still very much route. (Minus the Demon units they get acess to)
Kugath has a small flock of nurglings that follow him around because he did the chad jump from nurgling to literal favourite of nurgle. He pulls them out his stomach in game and yeets them like bombs
@@samuelevans738 Yep. I wonder if fire also reduces healing cap. I mean, if it reduces healing by half, does it count the half for the healing cap? Or does it count as if the character was healed by the full amount?
11:23 Nurgle's biggest weakness in both Fantasy and 40k is Ranged enemies, due to his units' slow speed. In 40k, the Tau have repelled Nurgle forces with surprising ease, because they have excellent long-range weapons.
I know that people dislike playing against the Tau on the tabletop, but I'm gonna assume that Nurgle players have an even worse time dealing with them.
@@TheLegitWeebsI can confirm that as a Nurgle tabletop player, which is super expensive please help the debt collecters are getting mad, the Tau are so bad to play against that my forces outnumbered them five to one and was comprised of the most powerful units in the faction, my army was annihilated and I managed to overwhelm ‘2’ that’s right 2! Units.
06:20 Attacking a Unit/Model of a Unit from behind makes it more likely for your Unit to hit and damage the enemy as Melee Attack (MA) and Melee Defense (MD) are stats that in a face-to-face situation are simply percentage chances to hit (MA) minus the enemies defence to not be hit (MD). Damage is then calculated versus Armour and/or the various applicable Resistences Ward =all dmg, Spell Resi = dmg from spells (In WH and WH2 it was Magic Resi that had an interaction with Magical Melee attacks which was/is a way to counter Armour instead of specific Armour Penetration damage), Fire Resi = fire dmg, Missile Resi = all (physical?) long-ranged dmg, Physical Resi = all physical damage melee and long-ranged, to get how hard your Unit hits the enemy or gets hit. Resistances get to max. 90% (or 95%?) of any one type so you can get a full 90% damage reduction on physical but could only have 50% resistance to spells or have that also at 90% if you have the right Skills/Talents/Items on your Lord, Hero, (or Unit). The Big thing on why attacking a Unit/model of a Unit from the sides or behind is giving you more damage is that while Resistances stay the same the Unit Armour and MD are lowered by percentages depending on if it is attacked from the side or the back (no clue what the current %es are) but this makes it so a flanking Unit even if it has not that much MA or Melee Damage or Ranged Damage can inflict more damage as it has to "roll" smaller numbers to hit and overcome armour. With cavalry units, that is even better as they usually have a high Charge Bonus, which just means that stat gets added on top of their MA AND as a flat addition to their Melee Damage (for a certain duration of seconds), if they spend a little time charging before hitting the enemy Unit. To note is that if you encircle a Unit with a bunch of Models in it (still alive) the whole attacking from the side, or back can stop being a thing after the initial confrontation as they will become a circle with all Models facing your Models face-to-face, so if you encircle an Elite Unit that has a good few Models in it with cheap chaff they might take a good few hits but afterwards they might start churning up those chaff Units (Leadership is still gonna be affected hard as they are counted as hit in the back/side or get the encircled malus but could end up being offset by the Unit enjoying the "winning current melee fight" modifier). 22:50 Fire damage is effective against some of this massive healing not because it causes some direct less healed malus but because it stops Regeneration for a time (I don't think it affects Spells) and most if not all Units/Characters that have Regeneration as a Skill also have a %-based malus against Fire-typed damage meaning they take more damage from those attacks. Throwing a Troll Unit against a Firedragon can end poorly as they get hit harder and do not get their healing during the fight against it leaving them less able to fight other Units directly afterwards if you managed to send support for them to win or extricate themselves from the fight with the dragon.
There are bonuses for flanking an enemy. Generally speaking the flanked unit takes leadership hits for being flanked which makes them route faster which means they'll stop fighting back and you can beat them into submission while they try to run. Also flanking an enemy forces more entity models in the unit to be fighting which will result in them taking damage faster since more damage is applied to more models (it sounds obvious but overkill damage is lost when a model is killed. So a unit that deals a thousand damage but only hits one entity is useless against a unit with a hundred entities that only have 50 health each) New to WH3 is the Devastating Flanker trait which means the unit doing the flanking gets charge, attack, and damage bonuses so long as they are fighting against something that isn't facing them directly. You'll mostly see these on cavalry, ambush units, and the majority of the Slaanesh roster
So there are a few things to note about leadership and specific unit interactions. When a normal (mortal) unit goes below 0 leadership, it will run away. If it gets out of combat and gets its leadership above 0 for long enough, it will rally and return to fighting under that player's control. Unbreakable units ignore all leadership effects and will fight until they are wiped out because they cannot have their leadership decreased in anyway. Then there are the oddball unit types of Undead and Daemon. Both are functionally Unbreakable in that they will never route, but they still take leadership effects and when they go below 0 leadership, they start passively taking damage until they die or get above 0 leadership. This is to represent the magic sustaining them failing. Undead units generally are weak to fire but get access to a ton of healing abilities. Daemons get I believe a 20% physical resistance bonus but generally don't get many good healing options (aside from Nurgle). The Chaos factions have access to both mortals who route and Daemons who will dissipate, depends on the unit you're using
With the announcement of the new Cathay Legendary Hero and the fact Terracotta Sentinels will be listed as constructs now, I can't believe I left constructs off this list. Constructs, originally introduced with the Tomb Kings, are another unit type animated by magic that works like the Undead minus the weakness to fire. They also cannot be healed through conventional means and require specific abilities from heroes like Necrotechts in order to repair them. The Chaos Dwarfs also have a version of this called Hell Forged. The only reason for the distinction is so that only the Chaos Dwarf Daemonsmiths can repair them
You won't see this strategy much in multiplayer, it's only practical in early to mid campaign. Artillery will decimate the blob in a few minutes, less if the artillery has a good amount of splash and fire damage. There are also vortex spells that kill models quickly and Nurgle healing spells can't resurrect dead models (vampire healing spells can). The AI sucks at using magic and makes really weird choices in character leveling so they can't handle the blob very well when they are using a melee focused faction. This only works in this video because the Dwarfs haven't leveled up high enough for some of the late-game units like the Flame Cannons and Irondrakes (flamethrowers). Slaanesh is in a complete disadvantage here: no artillery units and they have only one Vortex spell in their roster, which is for the Lore of Shadows. The Lore of Slaanesh focuses on debuffs, so it's not the best match up. If you try to do this on the Immortal Empires map; remember, Ikit has nukes.
Nurgle has interesting mechanics with their plagues and settlement upgrades but it also has a very difficult start in the campaign and can be really hard to use correctly
Protoss are from Starcraft. The joke is that the Protoss have a lot of ranged units that rely on their regenerating shields to keep them alive, they utilize psychic casters, they're both incredibly powerful if played correctly, and if not played correctly they're basically made out of glass. As an aside, the Protoss are supposed to be Starcraft's equivalent to the Eldar; an ancient race of psychic aliens with advanced technology that are tied to an even older precursor race that created them. Aesthetically, the protoss are specifically modeled after the look of the Eldar's smooth, gaudy armor and helmets with a noticeable lack of mouths, and they even have two variations; the Khalai, or High Templar that embrace a communal psychic network called the Khala, and the Nerazim, or Dark Templar, who rejected the Khala to preserve their individuality and independence from one other, ritually severing the psychic nerve-cords that ordinarily link them to the Khala, which consequently allows the Nerazim to tap into a different form of psychic energy that stems from something called the Void. Weirdly enough, the Dark Templar are not evil, nor is the Void analogous to Chaos, although the Void as a concept is somewhat similar to the Warp in that it's a dark, formless mirror reality that some individuals like the Nerazim can draw power from, and it effectively functions like negative psychic energy; it can do basically everything regular psychic energy can, but it functions as a polar opposite force effective against regular psychic entities, similar to 40k's Blanks. Starcraft lore is FUN...
@@TheLegitWeebs StarCraft lore is super fun. I suggest you don't watch videos that *only* goes through the cinematics/animated segments of the campaigns, and instead watch the ones that has the ingame dialogue that gives clearer context to the cinematics down the line.
@@TheLegitWeebs It's not so bad because you only have two games worth of lore and a handful of novels to keep track of. Plus, Starcraft 1 and 2 are fun RTS games that are surprisingly accessible to new players, at least in so far as the campaigns are concerned. Competitive multiplayer is like sending a toddler off to Normandy during D-Day; it's going to take a miracle to survive, and you will be forever changed by the experience.
To be honest, most of these arguments seem far-fetched to me. Toss may look similar to the Eldar on the surface, but in fact they have nothing in common. They are small in number compared to the others, but they do not die out and in fact feel quite good. Also, the Protoss, unlike the space elves, are not fragile AT ALL. Their units are designed to fight with a numerically superior enemy, and even physiologically they are more like space marines , not to mention all sorts of “emergency teleportations”. Visually I have never noticed the similarity, but this is a personal opinion. If desired, the list can be continued and we can add to the comparison not only any faction of their Warhammer, but also other franchises.
For the part about using the plague toads size to push past the dwarfs. There is a stat which I don’t think was mentioned yet in the videos you’ve seen called mass. I can’t properly fully describe it and what it does, but as I understand it, mass, unsurprisingly, affects how heavy a unit is and how they interact with other units. For example, Cavalry units typically have pretty high mass in order for them to “push” through and launch units they ram. Of course they have to contend with the mass of the units they’re charging as well. Speed also plays a part in pushing through units as well. This is highlighted especially if you watch a khorne/skarbrand play through.
The siege changes are somewhat of a blessing and a curse. On the one hand, they're less tedious, but on the other, they are infinitely buggier, and feel incredibly arcadey. For example, building entire towers and barricades in under a minute mid-battle, all defences immediately crumbling when their linked control points are captured, etc. Additionally, it just feels off that the defenders are able to inflict vastly more casualties than usual as a result of magic unmanned towers, rather than the inherent defensibility of the settlement. If you don't mind that, then fair enough, but the siege rework is divisive to say the least.
I'll have to see for myself how I feel about it once I start playing. Definitely seen a mix, bordering more on positive when comparing the sieges to Warhammer 2.
While not as much to counter the healing spells, the “Regeneration” trait does come with a new 20% weakness to fire damage, which can be pretty significant considering how damage is calculated in the game. TLDR since I already rambled about 90% of it: Attacks with the Flaming trait are ONLY there to see if the enemy is affected by flaming somehow. If it’s a normal unit, a flaming attack is equally as effective as a non-flaming attack. If the unit has regeneration, they’re taking 20% more damage, while if they have fire resistance, that attack is going to hurt them less, without factoring in all the Physical/Magical/Missile Resistances and Ward Save stuff. It’s the reason why you don’t go after Grimgor Ironhide with units that use flaming attacks. He’s automatically going to take 30% less damage on top of whatever other resistances he has, just because there’s fire involved.
nurgle is easy as heck to counter is he balls up just use magical ranged attacks and normal ranged attacks with any race.. if you're khorne(melee focused), get skarbrand to break them up. skullcannons to obliterate their mobs. and just have bloodletters maxed out on the upgrade tree. bloodletters destroy everything in melee. even nurgle units.once you get them built and use the buffs in battle you can get close to 100 melee (magical attacks) with bloodletters....plus "revel in slaughter" and you win all melee exchanges.
Once upon a time Nurgle was working on his cauldron concocting his most powerful disease ever and a small nurgling was standing on his shoulder watching with excitement. But the nurgling slipped and fell into the cauldron the little one didn't have a choice but to drink the liquid. He drank and drank until the cauldron was empty Nurgle found only a great unclean one sitting in the empty cauldron. He began to cry for he destroyed his father great creation but Nurgle pick it him up and said' But my child you are my greatest creation ' from that moment the nurgling promised to fix what he destroyed and going to the material world and creating the greatest plague the universe had ever seen and that nurgling was named Kugath And this why I love Nurgle faction they are disgustingly wholesome
Your thought on fire damage was correct. All units with regeneration take 20% more damage from fire and their regen is slowed down. Magic damage and spells also go through the physical resist that all demon's have.
@@TheLegitWeebs There’s an even better way to counteract this strategy, vortex spells, wind spells, and wave type spells all deal good damage to units, but never get their full effect cause units usually spread out ( not a problem here) on top of that, the lore of fire (lores are the way to refer to the types of magic ex: lore of metal, lore of death, lore of beasts) sets units on fire as it should, So it’s a two for one situation.
7:25 Yep. Once their leadership is low enough though, they will start "crumbling". Same goes for undead units (like Vampire counts). Downside is, normally if you lose you still have an army, a damaged army but still an army (unless you are caught in force march or when you retreated from a fight this turn already. Not with demons or undead. That army is just gone. Unless, with vampires, your vampiric corruption is high enough that most units will respawn with 0 health. But yes, play the game. It's very good. This video is also quite old. TWW3 is in constant (well every few months) development. The settlement battles for example sound good, but are not amazing in the long run. They made trivial garrison battles unnecesarry slogfests. So they have been removed for normal settlements. When you build extra defenses in your settlement they will still be settlement battles. Also with patch 4.2, the latest (horribly recieved) DLC will get a ton of new stuff. Might be good to play the game then.
So, like other people have said, the Realms of Chaos is definitely not the best campaign to run. It has a huge amount of issues, but it IS a dope ass story and a fun thing to do at least once. That being said...I think most of us watching can agree that you'd be better served jumping into Immortal Empires for a better over all experience. Then again, it was pretty dope to have the main 'story' to play through and go through the various challenges and hoops that were required to actually beat the game. Also, with Nurgle, one of the things to keep in mind with him and what makes him one of the most unfortunate factions is that the cost of his buildings and units are ABSURDLY EXPENSIVE. The buildings will grow on their own, but that takes a long time and its a continuous cycle. Meaning that while the building grows, say up to 5 times, when it reaches that highest tier, it'll be making you a lot of money and giving you strong units...until it devolves again back to the first stage and you suddenly start making way less money and have to wait for the cycle again. It's what makes him, thematically, very cool but functionally really struggle against other factions who can just have insane, permanent bonuses without having to wait for it to come and go. And as other people have pointed out, his biggest weakness is that he's slow, he really struggles with most factions and his abilities get countered fairly easily. And even still...he's one of the most fun factions when you get him rolling. There's nothing quite like having a massive blob of stinky monsters just doing constant damage around itself, casting spells and having your Great Unclean One's laughing all the while. I'd actually, surprisingly, recommend Slaanesh as one of the stronger races. If you get the Champions of Chaos, you can have INSANELY strong mortal units to tank the damage, with fast units to flank and do insane damage, and very powerful lords and monsters that can shred enemies. But that's a more aggressive playstyle.
I think you need to watch "Why you Suck With Nurgle" next if you want to see how you can play this faction in the Immortal Empires campaign without getting crushed in the beginning.
starting to feel this video would have been better to watch first lmao, it is his first video on warhammer 3 so it makes sense he'd explain the basic mechanics
So there is a solution to this. Its called the Empire or the Skaven. basically aoe artillery. There are definitely more but things like doomrockets are a great way to crush a nurgle stack. Also AI nurgle usually doesn't abuse their mechanics like this
@@TheLegitWeebsfun fact, Nurgle is the most wholesome faction in fantasy lore, because although to us mortals there spreading harmful plagues and poxes, to Nurgle it’s their way of expressing their love for life and their papa Nurgle, so the little guy is probably feeling like he’s fulfilling his life purpose since nurglings don’t have the same concept of death as people, the nurglings come back to the eternal swamps in the chaos realm, think of Ku’Gaths stomach mouth thingy as a wormhole that lets him pull random nurglings out.
So a few things about the realms of chaos and nurgle. They both aren't in a great spot. The realms of chaos campaign was very unfun to interact with at the launch of the game and while it did get a little bit better, it's really not all that rewarding, the mechanics around the demon realms except slaanesh and khorne are very annoying(I won't spoil it in case you do wanna play) and the rifts, if not dealt with, spread massive corruption and spawn heroes and armies after a time. You close they with a hero action which costs gold, with an army which makes you fight a battle or you prevent them from spawning with a building that you only build for that purpose and that you'd never build otherwise. The map itself is lovely and also quite big for the average total war game and I've enjoyed playing it when doing the story campaigns for the dlc factions(which don't have the rifts mechanic). Maybe this is also a good time to mention how dlc works across the 3 different games. Every DLC makes the faction playable in Immortal Empires and also adds a story campaign in their respective game, at least from game 2 onwards. They also add a lot of units per faction usually. So for Warhammer 2 DLC you'd get the story campaign on the Eye of the Vortex map which isn't in WH3 but you still get all the units and the faction in WH3. You can buy any and all DLC without prerequisites for WH3 and you get the respective factions as well as access to any FLCs the race might have gotten, as long as you own that single piece of contect from that race. For example, if you own The Shadow and the Blade DLC, you get access to the two legendary lords being a skaven and a dark elf. You get access to their base roster plus the added units from dlc and you also get an FLC lord each that belongs to the respective races. What you don't get is the races' baseline factions. The community fought hard for that, previously you'd have to own the baseline factinos first which was a bit eh. And one last note, you were spot on when it comes to regen. Fire damage reduces any and all regen by 25%(although 100% still count towards your healing cap) and also units with baseline regeneration have weakness to fire damage which makes them take 25% more damage from fire dealing sources. Nurgle armies are terribly slow and while super flavorful, they are among the most painful campaigns to play because of their very lackluster plague mechanic(yea, it's not actually broken) as well as him being massively fucked over by his starting position and first major enemy in IE as well as the current state of garrisons and defensive settlement battles. Nurgle uniquely can't build a garrison building and all your buildings are insanely expensive but you only have to get them once. It's .... not a fun time. It gets really broken really fast once you overcome all the massive hurdles sent your way but even then, your basic units are all very slow and very low damage, it's just your lords and heroes that do anything really. Couple that with the fact that nurgle probably takes the longest time to get to their high tier units and even then you can only get them in limited amounts and you can see that there's a problem. They have the next dlc on the roadmap and I hope that comes with major reworks but until then, I very much wouldn't recommend playing nurgle despite all their fun animations and the flavor of it all.
Thank you so much for all the info, as well as not spoiling the Realms of Chaos campaign. With all the info I can see why Nurgle isn't in such a good spot right now, but in the hands of an experienced player like Kleaper it looks much better than it would be otherwise.
If you want to learn about total warhammer 3 or more about 2’s updates and dlc mandalore has reviews. A little outdated since there’s been updates and dlc and such since each, but still very good since following reviews fill in the gaps of previous ones.
Nurgle... I don't recommend playing this faction as it is easily the weakest faction in the game, both in terms of roster competitiveness and economics in its campaing. The problem is their unique system of building cycles and hiring units, which has an extremely poor balance. For comparison with almost any other standard faction. A regular faction has a settlement. For 100 coins you can build barracks, so in this settlement you can hire 3 units per turn + you have 3 global recruitment slots where a unit is recruited in 2 turns. So in 2 turns with two settlements you can hire 15 units (6 in one province, 6 in another + 3 from the global reserve) Investment of 200 coins (in the future you will improve your barracks, which at tier 5 requires 10,000 gold, but this will allow you to hire technologically advanced units unlimitedly according to the same rules) But what if Nurgle wants to hire a couple of stacks of basic meat units? Well, in the early game you need to invest from 5,000 to 10,000 gold coins in these same barracks, since you know, they will automatically upgrade to tier 5 (it’s not hard to guess that in the end Nurgle, of course, pays a little less, BUT he has 10 times more the economy is weak in itself, so the need at the beginning of the game to pay for the final tier of barracks in order to build a tier 1 barracks even sounds a little funny). Now that the barracks are built, we begin to hire units as usual, but no, wait, you can hire only one unit from this barracks, and the next one only after 4 turns... and after another four turns you will be given the opportunity to hire one high-tech infantrydemon, after which the barracks will restart to the tier 1. Thus, in the same 2 turns (actually for 4 turns) with two settlements and two barracks, Nurgle can hire 2 units Investment of 10,000 gold. Sounds a little unfair, doesn't it? Let's add a few more disadvantages to even the odds! Nurgle recruits his units instantly on the same turn, when other factions need to wait 1 turn, but these units are recruited at very low health, and in any case you will have to wait another 2-4 turns for Nurgle's base cheap infantry to fully replenish its numbers. Moreover, Nurgle's buildings are UNIQUE. This means that while other factions, when capturing other's settlements, take over their barracks (and possibly more expensive technological buildings), Nurgle, when capturing a settlement, breaks absolutely all the buildings, and his factions must always rebuild them from ZERO. This in turn makes Nurgle uniquely weak in the late game, significantly reducing his ability to rapidly expand. Oh yes, Nurgle also has his diseases... They are just weak. It's funny, but many other factions that have access to similar mechanics for spreading diseases (Skaven, Daemon Prince, Festus) are simply much stronger than the diseases of the god of diseases, and unlike him, they do not have the requirement to unlock strong (or just normal) effects in the late game like Nurgle's Of the advantages. Ku'Gath is the STRONGEST Single Entity unit in the entire game by far (in terms of pure strength of course, some lords may be better due to their mobility) He can literally out-tank absolutely every other lord in the game in a duel, kill them and be left with half his health, while never using his healing spells, which by and large simply multiply his effective health by 2. At the same time, he has a mortis-engine (a type of ability that deals damage by auras) which makes him an extremely powerful infantry mower. And for this he does not need any items at all.
Yeah, this is the Realms of Chaos story campaign where the original set of factions have the objective to raid the realms of Chaos to stop the incursion realm gates and work their way to going to their main goal, that being the Kislev god Ursun...for one reason or another. For Ku'gath it's to use the corpse of a dead god to develop a disease that'll kill even gods
Sadly the original campaign is not that fun when we realize that we spent almost all of the time doing quests instead of invading other lands. Immortal empires is awesome though.
@@rumplstiltztinkerstein The story campaigns aren't really that good, tbh. The only times I had fun with Realms of Chaos was when I played factions that don't even care about the Realms. I just shack up with the Chaos Dwarves and work on my autistic industrial machine project
@@NumbingDisasterAnonI agree. Right now I only play with the Old World mod.
"Where is Protoss from, I don't know?" ...way to make me feel old, guy!
So when leadership hits 0, the unit will rout.
For undead units within armies like Tomb Kings, Vampire counts, Vampire Coast, When leadership hits 0, the unit quickly deteriorate (Crumbling) until the entire unit is dead.
For Demonic units within armies like the 4 chaos god armies, Chaos Undivided and Chaos Warriors. when leadership hits 0, the unit starts deteriorating (Banished!) until the entire unit is dead. Mechanically very similar but there is alight differences between the two statuses. This status only applies to demonic units, so if you're playing chaos warriors, most your infantry will be mortals who will not suffer from banished.
There is another trait called Unbreakable where leadership for a unit will never drop, regardless of what happens.
the chaos demons factions all have those "hate.." skills, tzeentch and nurgle for eachother, and slaanesh and khorne eachother. it really shows their sibling rivalry
Khorn also happens to Hate Tzeentch, he just hates Slaanesh more.
With the way you can recruit ally faction units, nurgles lack range can easily be covered by some skaven allies to unlock some plagueclaw catapults and warpfire throwers. Very lore friendly and satisfying.
Fun fact, Great Unclean Ones like Kugath literally belch, sneeze, puke, shit, and ooze nurglings constantly
Literal walking Nurgling dispenser
this is the realm of chaos campaign yes, each faction has some goal relating to the captured kislev god Ursun, Mega polar bear
picking a faction determines what happens to the god at the end, mostly it dying if you dont pick humans
Nurgle units spawn "damaged" at around 80% health, to even out their instant recruiting so you cant just get a full 19 units out of nowhere
yes many nurgle units just have nurglings inside them, even the ones barely bigger than humans sometimes have a nurgling poke out, in great unclean ones like kugath they are basically a spawning pool for nurglings which is why he can use them as ranged attacks, they also love being thrown as they laugh all the way until they hit the enemy
i suggest looking up the nurgling animations too, they are a collective of several nurglings per actual unit model and they change into various shapes to fight, rolling into balls and crashing into enemies for a charge attack, assembling into a nurgling mech with 1 as the central body and the others acting as its limbs, all of them grabbing the legs of another and using them as a whip and probably some more
22:28 Sort of. Regeneration comes at the cost of Flaming attacks vulnerability. Some units innately have it, other can get it through banners or magic items. Basically, use fire.
the Protoss are a race of highly-advanced aliens from the starcraft franchise, like Tzeentch's forces in total war: warhammer 3, the Protoss have 'shields', which work like the barrier mechanic, a set amount of health that can regen when out of combat with no worries of a healing cap, in fact, for the most part replenishing shields is the closest thing to healing protoss get, unlike the other two factions in the starcraft Franchise, Terrans/humans with medics and medivacs, and zerg with natural regen
i wouldn't be surprised if the makers of total War: warhammer 3 took inspiration/stole that mechanic from the Protoss for Tzeentch
The not routing thing only applies to Chaos DEMON factions. Factions and units that are directly connected to the warp.
Factions like the Warriors of Chaos, Norsca, and Beastmen still very much route. (Minus the Demon units they get acess to)
Makes sense. Thanks for the clarification!
Kugath has a small flock of nurglings that follow him around because he did the chad jump from nurgling to literal favourite of nurgle. He pulls them out his stomach in game and yeets them like bombs
You mentioned Grievous wounds. Fire damage reduces healing, and deals extra damage to enemies with regeneration.
There's also a healing cap; basically, you can't heal past a certain amount.
The thing is, it's determined by a percentage of your max health...
@@samuelevans738 Yep. I wonder if fire also reduces healing cap. I mean, if it reduces healing by half, does it count the half for the healing cap? Or does it count as if the character was healed by the full amount?
@@rumplstiltztinkersteinFire damage does not lower the healing cap, but it does screw over every healing ability that lasts a set period of time.
@@lich109Thank you
11:23 Nurgle's biggest weakness in both Fantasy and 40k is Ranged enemies, due to his units' slow speed. In 40k, the Tau have repelled Nurgle forces with surprising ease, because they have excellent long-range weapons.
I know that people dislike playing against the Tau on the tabletop, but I'm gonna assume that Nurgle players have an even worse time dealing with them.
@@TheLegitWeebsall the Daemon factions are pretty melee focused so I'm sure they all hate Tau
@@TheLegitWeebsI can confirm that as a Nurgle tabletop player, which is super expensive please help the debt collecters are getting mad, the Tau are so bad to play against that my forces outnumbered them five to one and was comprised of the most powerful units in the faction, my army was annihilated and I managed to overwhelm ‘2’ that’s right 2! Units.
RIP to all Daemon faction players. The Gundams are too strong.
@@TheLegitWeebs To be fair to the Gundam boys the new Kroot models might be a good first step to a more well balanced play style.
yeah, you're correct about flaming attack, that does reduce healing by half
Funny thing you can do a similar strat with Helman Ghorst and Zombies, Okoii's Zomb man army.
06:20 Attacking a Unit/Model of a Unit from behind makes it more likely for your Unit to hit and damage the enemy as Melee Attack (MA) and Melee Defense (MD) are stats that in a face-to-face situation are simply percentage chances to hit (MA) minus the enemies defence to not be hit (MD).
Damage is then calculated versus Armour and/or the various applicable Resistences Ward =all dmg, Spell Resi = dmg from spells (In WH and WH2 it was Magic Resi that had an interaction with Magical Melee attacks which was/is a way to counter Armour instead of specific Armour Penetration damage), Fire Resi = fire dmg, Missile Resi = all (physical?) long-ranged dmg, Physical Resi = all physical damage melee and long-ranged, to get how hard your Unit hits the enemy or gets hit. Resistances get to max. 90% (or 95%?) of any one type so you can get a full 90% damage reduction on physical but could only have 50% resistance to spells or have that also at 90% if you have the right Skills/Talents/Items on your Lord, Hero, (or Unit).
The Big thing on why attacking a Unit/model of a Unit from the sides or behind is giving you more damage is that while Resistances stay the same the Unit Armour and MD are lowered by percentages depending on if it is attacked from the side or the back (no clue what the current %es are) but this makes it so a flanking Unit even if it has not that much MA or Melee Damage or Ranged Damage can inflict more damage as it has to "roll" smaller numbers to hit and overcome armour.
With cavalry units, that is even better as they usually have a high Charge Bonus, which just means that stat gets added on top of their MA AND as a flat addition to their Melee Damage (for a certain duration of seconds), if they spend a little time charging before hitting the enemy Unit.
To note is that if you encircle a Unit with a bunch of Models in it (still alive) the whole attacking from the side, or back can stop being a thing after the initial confrontation as they will become a circle with all Models facing your Models face-to-face, so if you encircle an Elite Unit that has a good few Models in it with cheap chaff they might take a good few hits but afterwards they might start churning up those chaff Units (Leadership is still gonna be affected hard as they are counted as hit in the back/side or get the encircled malus but could end up being offset by the Unit enjoying the "winning current melee fight" modifier).
22:50 Fire damage is effective against some of this massive healing not because it causes some direct less healed malus but because it stops Regeneration for a time (I don't think it affects Spells) and most if not all Units/Characters that have Regeneration as a Skill also have a %-based malus against Fire-typed damage meaning they take more damage from those attacks.
Throwing a Troll Unit against a Firedragon can end poorly as they get hit harder and do not get their healing during the fight against it leaving them less able to fight other Units directly afterwards if you managed to send support for them to win or extricate themselves from the fight with the dragon.
There are bonuses for flanking an enemy. Generally speaking the flanked unit takes leadership hits for being flanked which makes them route faster which means they'll stop fighting back and you can beat them into submission while they try to run.
Also flanking an enemy forces more entity models in the unit to be fighting which will result in them taking damage faster since more damage is applied to more models (it sounds obvious but overkill damage is lost when a model is killed. So a unit that deals a thousand damage but only hits one entity is useless against a unit with a hundred entities that only have 50 health each)
New to WH3 is the Devastating Flanker trait which means the unit doing the flanking gets charge, attack, and damage bonuses so long as they are fighting against something that isn't facing them directly. You'll mostly see these on cavalry, ambush units, and the majority of the Slaanesh roster
Good to know. These bonuses sound incredibly useful in battle, especially for more mobile units or factions.
Ah yes, the Surprise Buttsex trait...
( ͡° ͜ʖ ͡°)
So there are a few things to note about leadership and specific unit interactions. When a normal (mortal) unit goes below 0 leadership, it will run away. If it gets out of combat and gets its leadership above 0 for long enough, it will rally and return to fighting under that player's control. Unbreakable units ignore all leadership effects and will fight until they are wiped out because they cannot have their leadership decreased in anyway.
Then there are the oddball unit types of Undead and Daemon. Both are functionally Unbreakable in that they will never route, but they still take leadership effects and when they go below 0 leadership, they start passively taking damage until they die or get above 0 leadership. This is to represent the magic sustaining them failing. Undead units generally are weak to fire but get access to a ton of healing abilities. Daemons get I believe a 20% physical resistance bonus but generally don't get many good healing options (aside from Nurgle). The Chaos factions have access to both mortals who route and Daemons who will dissipate, depends on the unit you're using
With the announcement of the new Cathay Legendary Hero and the fact Terracotta Sentinels will be listed as constructs now, I can't believe I left constructs off this list.
Constructs, originally introduced with the Tomb Kings, are another unit type animated by magic that works like the Undead minus the weakness to fire. They also cannot be healed through conventional means and require specific abilities from heroes like Necrotechts in order to repair them.
The Chaos Dwarfs also have a version of this called Hell Forged. The only reason for the distinction is so that only the Chaos Dwarf Daemonsmiths can repair them
You won't see this strategy much in multiplayer, it's only practical in early to mid campaign. Artillery will decimate the blob in a few minutes, less if the artillery has a good amount of splash and fire damage. There are also vortex spells that kill models quickly and Nurgle healing spells can't resurrect dead models (vampire healing spells can). The AI sucks at using magic and makes really weird choices in character leveling so they can't handle the blob very well when they are using a melee focused faction.
This only works in this video because the Dwarfs haven't leveled up high enough for some of the late-game units like the Flame Cannons and Irondrakes (flamethrowers). Slaanesh is in a complete disadvantage here: no artillery units and they have only one Vortex spell in their roster, which is for the Lore of Shadows. The Lore of Slaanesh focuses on debuffs, so it's not the best match up.
If you try to do this on the Immortal Empires map; remember, Ikit has nukes.
I can already imagine the maniacal grin on Ikit's face when he sees the massive clump of units.
Nurgle has interesting mechanics with their plagues and settlement upgrades but it also has a very difficult start in the campaign and can be really hard to use correctly
Protoss are from Starcraft.
The joke is that the Protoss have a lot of ranged units that rely on their regenerating shields to keep them alive, they utilize psychic casters, they're both incredibly powerful if played correctly, and if not played correctly they're basically made out of glass.
As an aside, the Protoss are supposed to be Starcraft's equivalent to the Eldar; an ancient race of psychic aliens with advanced technology that are tied to an even older precursor race that created them. Aesthetically, the protoss are specifically modeled after the look of the Eldar's smooth, gaudy armor and helmets with a noticeable lack of mouths, and they even have two variations; the Khalai, or High Templar that embrace a communal psychic network called the Khala, and the Nerazim, or Dark Templar, who rejected the Khala to preserve their individuality and independence from one other, ritually severing the psychic nerve-cords that ordinarily link them to the Khala, which consequently allows the Nerazim to tap into a different form of psychic energy that stems from something called the Void.
Weirdly enough, the Dark Templar are not evil, nor is the Void analogous to Chaos, although the Void as a concept is somewhat similar to the Warp in that it's a dark, formless mirror reality that some individuals like the Nerazim can draw power from, and it effectively functions like negative psychic energy; it can do basically everything regular psychic energy can, but it functions as a polar opposite force effective against regular psychic entities, similar to 40k's Blanks.
Starcraft lore is FUN...
StarCraft lore??! Never say lore around me, cause you know what'll happen next lmao
Yes yes yeessss get him hooked
@@TheLegitWeebs StarCraft lore is super fun. I suggest you don't watch videos that *only* goes through the cinematics/animated segments of the campaigns, and instead watch the ones that has the ingame dialogue that gives clearer context to the cinematics down the line.
@@TheLegitWeebs It's not so bad because you only have two games worth of lore and a handful of novels to keep track of. Plus, Starcraft 1 and 2 are fun RTS games that are surprisingly accessible to new players, at least in so far as the campaigns are concerned. Competitive multiplayer is like sending a toddler off to Normandy during D-Day; it's going to take a miracle to survive, and you will be forever changed by the experience.
To be honest, most of these arguments seem far-fetched to me. Toss may look similar to the Eldar on the surface, but in fact they have nothing in common. They are small in number compared to the others, but they do not die out and in fact feel quite good. Also, the Protoss, unlike the space elves, are not fragile AT ALL. Their units are designed to fight with a numerically superior enemy, and even physiologically they are more like space marines , not to mention all sorts of “emergency teleportations”. Visually I have never noticed the similarity, but this is a personal opinion. If desired, the list can be continued and we can add to the comparison not only any faction of their Warhammer, but also other franchises.
For the part about using the plague toads size to push past the dwarfs. There is a stat which I don’t think was mentioned yet in the videos you’ve seen called mass. I can’t properly fully describe it and what it does, but as I understand it, mass, unsurprisingly, affects how heavy a unit is and how they interact with other units. For example, Cavalry units typically have pretty high mass in order for them to “push” through and launch units they ram. Of course they have to contend with the mass of the units they’re charging as well. Speed also plays a part in pushing through units as well. This is highlighted especially if you watch a khorne/skarbrand play through.
“A god pox, mighty Ku’gath”
The siege changes are somewhat of a blessing and a curse. On the one hand, they're less tedious, but on the other, they are infinitely buggier, and feel incredibly arcadey. For example, building entire towers and barricades in under a minute mid-battle, all defences immediately crumbling when their linked control points are captured, etc. Additionally, it just feels off that the defenders are able to inflict vastly more casualties than usual as a result of magic unmanned towers, rather than the inherent defensibility of the settlement.
If you don't mind that, then fair enough, but the siege rework is divisive to say the least.
I'll have to see for myself how I feel about it once I start playing. Definitely seen a mix, bordering more on positive when comparing the sieges to Warhammer 2.
Fun facts about the great unclean ones like kugath. They are all filled with nurglings which is indeed what kugath is throwing.
While not as much to counter the healing spells, the “Regeneration” trait does come with a new 20% weakness to fire damage, which can be pretty significant considering how damage is calculated in the game.
TLDR since I already rambled about 90% of it: Attacks with the Flaming trait are ONLY there to see if the enemy is affected by flaming somehow. If it’s a normal unit, a flaming attack is equally as effective as a non-flaming attack. If the unit has regeneration, they’re taking 20% more damage, while if they have fire resistance, that attack is going to hurt them less, without factoring in all the Physical/Magical/Missile Resistances and Ward Save stuff.
It’s the reason why you don’t go after Grimgor Ironhide with units that use flaming attacks. He’s automatically going to take 30% less damage on top of whatever other resistances he has, just because there’s fire involved.
Have to know your enemy before building an army to counter them. Makes sense
nurgle is easy as heck to counter is he balls up just use magical ranged attacks and normal ranged attacks with any race.. if you're khorne(melee focused), get skarbrand to break them up. skullcannons to obliterate their mobs. and just have bloodletters maxed out on the upgrade tree. bloodletters destroy everything in melee. even nurgle units.once you get them built and use the buffs in battle you can get close to 100 melee (magical attacks) with bloodletters....plus "revel in slaughter" and you win all melee exchanges.
Once upon a time Nurgle was working on his cauldron concocting his most powerful disease ever and a small nurgling was standing on his shoulder watching with excitement. But the nurgling slipped and fell into the cauldron the little one didn't have a choice but to drink the liquid. He drank and drank until the cauldron was empty Nurgle found only a great unclean one sitting in the empty cauldron. He began to cry for he destroyed his father great creation but Nurgle pick it him up and said' But my child you are my greatest creation ' from that moment the nurgling promised to fix what he destroyed and going to the material world and creating the greatest plague the universe had ever seen and that nurgling was named Kugath
And this why I love Nurgle faction they are disgustingly wholesome
Nurgle's a better father than most fathers out there. Damn
Your thought on fire damage was correct. All units with regeneration take 20% more damage from fire and their regen is slowed down. Magic damage and spells also go through the physical resist that all demon's have.
Thank goodness there's a way to counter all this healing. Good to know!
@@TheLegitWeebs There’s an even better way to counteract this strategy, vortex spells, wind spells, and wave type spells all deal good damage to units, but never get their full effect cause units usually spread out ( not a problem here) on top of that, the lore of fire (lores are the way to refer to the types of magic ex: lore of metal, lore of death, lore of beasts) sets units on fire as it should, So it’s a two for one situation.
7:25 Yep. Once their leadership is low enough though, they will start "crumbling". Same goes for undead units (like Vampire counts). Downside is, normally if you lose you still have an army, a damaged army but still an army (unless you are caught in force march or when you retreated from a fight this turn already. Not with demons or undead. That army is just gone. Unless, with vampires, your vampiric corruption is high enough that most units will respawn with 0 health.
But yes, play the game. It's very good. This video is also quite old. TWW3 is in constant (well every few months) development. The settlement battles for example sound good, but are not amazing in the long run. They made trivial garrison battles unnecesarry slogfests. So they have been removed for normal settlements. When you build extra defenses in your settlement they will still be settlement battles.
Also with patch 4.2, the latest (horribly recieved) DLC will get a ton of new stuff. Might be good to play the game then.
protos is a starcraft faction got your back bro
So, like other people have said, the Realms of Chaos is definitely not the best campaign to run. It has a huge amount of issues, but it IS a dope ass story and a fun thing to do at least once. That being said...I think most of us watching can agree that you'd be better served jumping into Immortal Empires for a better over all experience. Then again, it was pretty dope to have the main 'story' to play through and go through the various challenges and hoops that were required to actually beat the game.
Also, with Nurgle, one of the things to keep in mind with him and what makes him one of the most unfortunate factions is that the cost of his buildings and units are ABSURDLY EXPENSIVE. The buildings will grow on their own, but that takes a long time and its a continuous cycle. Meaning that while the building grows, say up to 5 times, when it reaches that highest tier, it'll be making you a lot of money and giving you strong units...until it devolves again back to the first stage and you suddenly start making way less money and have to wait for the cycle again.
It's what makes him, thematically, very cool but functionally really struggle against other factions who can just have insane, permanent bonuses without having to wait for it to come and go. And as other people have pointed out, his biggest weakness is that he's slow, he really struggles with most factions and his abilities get countered fairly easily.
And even still...he's one of the most fun factions when you get him rolling. There's nothing quite like having a massive blob of stinky monsters just doing constant damage around itself, casting spells and having your Great Unclean One's laughing all the while.
I'd actually, surprisingly, recommend Slaanesh as one of the stronger races. If you get the Champions of Chaos, you can have INSANELY strong mortal units to tank the damage, with fast units to flank and do insane damage, and very powerful lords and monsters that can shred enemies. But that's a more aggressive playstyle.
Regeneration gives the units a weakness to fire dmg (+20% dmg taken) so fire magic could do good against that blob ^^
I think you need to watch "Why you Suck With Nurgle" next if you want to see how you can play this faction in the Immortal Empires campaign without getting crushed in the beginning.
starting to feel this video would have been better to watch first lmao, it is his first video on warhammer 3 so it makes sense he'd explain the basic mechanics
Honestly true. He does a really good job at explaining it briefly here
So there is a solution to this. Its called the Empire or the Skaven. basically aoe artillery. There are definitely more but things like doomrockets are a great way to crush a nurgle stack. Also AI nurgle usually doesn't abuse their mechanics like this
I can't imagine how satisfying it would be to see a doomrocket go off in the middle of this massive blob.
I hope he watches the one with the Chaos Dwarves
Indeed I have! Should be dropping soon.
Yeahhh it was a nurgling that he threw lol
Poor nurgling. He's just a lil' guy
@@TheLegitWeebs Don't feel too bad. He had the time of his life before exploding
@@TheLegitWeebsfun fact, Nurgle is the most wholesome faction in fantasy lore, because although to us mortals there spreading harmful plagues and poxes, to Nurgle it’s their way of expressing their love for life and their papa Nurgle, so the little guy is probably feeling like he’s fulfilling his life purpose since nurglings don’t have the same concept of death as people, the nurglings come back to the eternal swamps in the chaos realm, think of Ku’Gaths stomach mouth thingy as a wormhole that lets him pull random nurglings out.
So a few things about the realms of chaos and nurgle. They both aren't in a great spot. The realms of chaos campaign was very unfun to interact with at the launch of the game and while it did get a little bit better, it's really not all that rewarding, the mechanics around the demon realms except slaanesh and khorne are very annoying(I won't spoil it in case you do wanna play) and the rifts, if not dealt with, spread massive corruption and spawn heroes and armies after a time. You close they with a hero action which costs gold, with an army which makes you fight a battle or you prevent them from spawning with a building that you only build for that purpose and that you'd never build otherwise. The map itself is lovely and also quite big for the average total war game and I've enjoyed playing it when doing the story campaigns for the dlc factions(which don't have the rifts mechanic).
Maybe this is also a good time to mention how dlc works across the 3 different games. Every DLC makes the faction playable in Immortal Empires and also adds a story campaign in their respective game, at least from game 2 onwards. They also add a lot of units per faction usually. So for Warhammer 2 DLC you'd get the story campaign on the Eye of the Vortex map which isn't in WH3 but you still get all the units and the faction in WH3. You can buy any and all DLC without prerequisites for WH3 and you get the respective factions as well as access to any FLCs the race might have gotten, as long as you own that single piece of contect from that race. For example, if you own The Shadow and the Blade DLC, you get access to the two legendary lords being a skaven and a dark elf. You get access to their base roster plus the added units from dlc and you also get an FLC lord each that belongs to the respective races. What you don't get is the races' baseline factions. The community fought hard for that, previously you'd have to own the baseline factinos first which was a bit eh.
And one last note, you were spot on when it comes to regen. Fire damage reduces any and all regen by 25%(although 100% still count towards your healing cap) and also units with baseline regeneration have weakness to fire damage which makes them take 25% more damage from fire dealing sources. Nurgle armies are terribly slow and while super flavorful, they are among the most painful campaigns to play because of their very lackluster plague mechanic(yea, it's not actually broken) as well as him being massively fucked over by his starting position and first major enemy in IE as well as the current state of garrisons and defensive settlement battles. Nurgle uniquely can't build a garrison building and all your buildings are insanely expensive but you only have to get them once. It's .... not a fun time. It gets really broken really fast once you overcome all the massive hurdles sent your way but even then, your basic units are all very slow and very low damage, it's just your lords and heroes that do anything really. Couple that with the fact that nurgle probably takes the longest time to get to their high tier units and even then you can only get them in limited amounts and you can see that there's a problem. They have the next dlc on the roadmap and I hope that comes with major reworks but until then, I very much wouldn't recommend playing nurgle despite all their fun animations and the flavor of it all.
Thank you so much for all the info, as well as not spoiling the Realms of Chaos campaign. With all the info I can see why Nurgle isn't in such a good spot right now, but in the hands of an experienced player like Kleaper it looks much better than it would be otherwise.
Fire damage is good against regenerating enemies
you should check out warrior of chaos, super cool faction and some of their unit may remind you of a certain warhammer universe
The Warriors of Chaos looked cool in the trailers, and I heard they got better in Warhammer 3, so I'll take a look at them when I can
If you want to learn about total warhammer 3 or more about 2’s updates and dlc mandalore has reviews. A little outdated since there’s been updates and dlc and such since each, but still very good since following reviews fill in the gaps of previous ones.
I do plan on going through his total war reviews soon
protos are from starcraft
Nurgle... I don't recommend playing this faction as it is easily the weakest faction in the game, both in terms of roster competitiveness and economics in its campaing. The problem is their unique system of building cycles and hiring units, which has an extremely poor balance.
For comparison with almost any other standard faction.
A regular faction has a settlement. For 100 coins you can build barracks, so in this settlement you can hire 3 units per turn + you have 3 global recruitment slots where a unit is recruited in 2 turns. So in 2 turns with two settlements you can hire 15 units (6 in one province, 6 in another + 3 from the global reserve)
Investment of 200 coins (in the future you will improve your barracks, which at tier 5 requires 10,000 gold, but this will allow you to hire technologically advanced units unlimitedly according to the same rules)
But what if Nurgle wants to hire a couple of stacks of basic meat units? Well, in the early game you need to invest from 5,000 to 10,000 gold coins in these same barracks, since you know, they will automatically upgrade to tier 5 (it’s not hard to guess that in the end Nurgle, of course, pays a little less, BUT he has 10 times more the economy is weak in itself, so the need at the beginning of the game to pay for the final tier of barracks in order to build a tier 1 barracks even sounds a little funny). Now that the barracks are built, we begin to hire units as usual, but no, wait, you can hire only one unit from this barracks, and the next one only after 4 turns... and after another four turns you will be given the opportunity to hire one high-tech infantrydemon, after which the barracks will restart to the tier 1. Thus, in the same 2 turns (actually for 4 turns) with two settlements and two barracks, Nurgle can hire 2 units
Investment of 10,000 gold. Sounds a little unfair, doesn't it? Let's add a few more disadvantages to even the odds! Nurgle recruits his units instantly on the same turn, when other factions need to wait 1 turn, but these units are recruited at very low health, and in any case you will have to wait another 2-4 turns for Nurgle's base cheap infantry to fully replenish its numbers. Moreover, Nurgle's buildings are UNIQUE. This means that while other factions, when capturing other's settlements, take over their barracks (and possibly more expensive technological buildings), Nurgle, when capturing a settlement, breaks absolutely all the buildings, and his factions must always rebuild them from ZERO. This in turn makes Nurgle uniquely weak in the late game, significantly reducing his ability to rapidly expand.
Oh yes, Nurgle also has his diseases... They are just weak. It's funny, but many other factions that have access to similar mechanics for spreading diseases (Skaven, Daemon Prince, Festus) are simply much stronger than the diseases of the god of diseases, and unlike him, they do not have the requirement to unlock strong (or just normal) effects in the late game like Nurgle's
Of the advantages. Ku'Gath is the STRONGEST Single Entity unit in the entire game by far (in terms of pure strength of course, some lords may be better due to their mobility) He can literally out-tank absolutely every other lord in the game in a duel, kill them and be left with half his health, while never using his healing spells, which by and large simply multiply his effective health by 2. At the same time, he has a mortis-engine (a type of ability that deals damage by auras) which makes him an extremely powerful infantry mower. And for this he does not need any items at all.
I highly recommend checking out Reggie, if you enjoy The Grim Kleaper.
Will definitely check out more of Reggie's content when I can
Fire damge stop regan
List god first, then download the old world mod by chaos robbie for best experience
starcraft 2 where protoss