Chaos Giants are now AWESOME
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- Опубліковано 6 вер 2024
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First trolls and melee infantry, now giants
Truly a time to be alive
Now we need Deph Guard to make a redemption arc
from what ive seen of them lately they are quite the powerhouse now, wouldnt surprise me if someone sends in a stack soon
@@luukvanwolven4347 Depth Guard did get massively buffed for 2.0 / 2.1. Arguably, they are on the redemption arc now
Stormvermin doomstack lets gooooooo
@@MostlyUnreadArmchairExpert I was aware of that but reading my comment again I see why you made that response. Should've formulated it a bit different.
Sooner or later, Legend will eventually praise Stormvermins and Black Guard.
I Hope for Black Guard. They are my Favourite unit
I need an evil doomstack of evil which I can use while laughing maniacally. Maybe Graveguard?
@@hiage66666 Blood Knights or Black Knights.
clanrat doomstack
@@hiage66666 use skavenslaves
Coming up: Grail Reliquae are now the strongest doomstack in the game
imagine if they had Mortis engine effect ...
@@quint3ssent1a thats why they're a doomstack. their aura's stack. ever see that scene from that Indiana Jones movie? they melt faces now.
The regiments of renown not being affected by buffs is something CA have openly said they need to fix I believe. It is terrible - like why are my brutes of the hound weaker than khorne maurauders
It is still in beta. They will fix it.
Are you talking about buffs from your lord? I was wondering why my Shredder of lustria was the same strength as my regular dread saurian at the same rank. I could see the additional "green" different colored bar on my regular one indicating buffs from my lord perks/points. But not on the shredder. I assumed the Lord Army buffs weren't being applied to my ROR
@@hiibillymayshere4238 most RoR do the same damage as the regular unit when at max rank.
At least the tech tree buffs work on some. Like the Halberd Aspiring champs getting all buffs. I also want the Swords of Chaos to count as both knights and aspiring Champs for sheer fuckitude.
@@DIEGhostfish swords of choas need a rework I think thats a great idea. In my head each entity should be like a mini hero...aka aspiring champion with all the buffs
How far we've come. I never thought I'd live to see the day Legend gave a giant doomstack a 10/10 rating. Oh what a glorious time we are living in.
Powercreep makes most campaigns easy asf even on max dif.
It honestly makes sense WH2 giants are weak thought. Big melee monsters want to get into melee. Fast big melee monsters can get into melee. Slow ones just eat arrows.
Every army needs a maskot though, that´s what the unique giant is for. Very important.
+ he shiddin' and farddin'
There's a path to glory trait on certain exalted hero's that add 15% missile resist within 35 yards. That would put them on the cap. Mage hunter it's called
It's Eldritch Aura, not Mage Hunter. Probably the easiest Path trait to unlock as well.
In my Valkia campaign I recruited trolls and giants just to mess around, but ended up keeping them because they consistently exceeded my expectations in battles. It's so cool that we can use more units in a serious way now!
I did something similar with Trolls. I was getting attacked somewhere and trolls were like the only unit left I could recruit. I hesitated and said ti myself well fuck it you need troops anyway but to my surprise they did a freaking good job 😅
Trolls are good now, because the regenerate faster. but leadership is still a major issue. I had a battle with norscan ice giants and I lost with only 5 trolls dead, because they ran all away.
Giant stack at 10/10, what a time to be alive. Now do it with all faction's giants.
That end turn tho
Busiest end turn I've ever seen
>Legend
>giants
>good
“What sorcery is this”
at least one nurgle hero seems great since besides the extra missile resistance you could just have the their chaos shrine heal on while festus constantly drains
there were many things that could be added. A mage on a shrine gives 10% phys res (I think). Having a nurgle cart gives healing. The slaneesh one also does damage and stacks with Festus.
Exalted hero doesn't get a Warshrine, only the Chaos Sorcerers do
@@JustSome462 woops
@@JustSome462 hero version does give it though
@@Someone-lg6di undivided factions can’t get hero sorcerers of Nurgle. Only lords can go lore of Nurgle.
One of the giant's strengths is the huge damage they can do per swing, so just seeing 19 of them go into a unit and most getting a swing in is satisfying cause it was deleting units in seconds. I kinda wanna see them fight a super tanky character like kugath or skarbrand
I've got a similar doomstack in my campaign and they just wreck everyone. It feels literally invincible.
I want the giants of the chaos dwarves to break the mold. I want them armored, I want them fast, I want they to have the siege attacker and wall breaker traits. I want to value them. I’m sick of giants being a white elephant.
I hate to tell you this (not really) but they already have siege attacker and wallbreaker. The giants in this army are speed 41 which is comparable to skaven infantry. It isn't cav of course but for a 30 foot tall brute with a massive club and fat that seems pretty good to be running faster than actual rats. Armored siege giants would be cool though.
get 9 chaos sorcerors with the default chaos war shrine, 10% physical resistance each, that means 90% physical resistance for all of them blobbed up, + festus for healing, rest giants with all the missile resistance skills/techs, this would be filthy
@@Adierit they're the same effect so they wouldn't stack afaik
@@ashleychaplin5855 explain why multiple items stack with the same effect then
@@Adierit which one? Normally they need different effects to stack
A thing I've noticed with TW3, is that the game balance has def taken some clues from SFO
Edit: it would be neat to have flaming attack slow down healing, it would make sense and provide a use to that stat except be an extra defense layer. (been told it does it already but Ive never noticed in hundreds of hours lol)
How so? This is interesting to know
Yeah right xDD
@@alltaken21 for example, faction-wide stats stacking
@@alltaken21 The stats of the units for example: giants (and other large entities) in SFO have notoriously high missile resist to avoid becoming pin cushions
Other example would be melee vs ranged unit hp & stats, so you cant really make a range spam army, checkerbox it and have the front units last more than a few moments.
Buildings have become a bit more interesting than "PO, gold, growth, pick one".
@@Keln02 I think when buildings add like 1 extra unit to your garrison regardless of what they are - I like it. then if you want to make a REALLY tough settlement you make the garrison building
Making this doomstack in my campaign, thank you for featuring it. Also, Exalted hero can get a trait called Mage Hunter that gives Eldritch Aura which gives 15% spell resist and 15% missile resist in 35m. Saw it on Exalted Hero of Nurgle, dont know if others has chance for it too.
the thing I find so surprising is that he got 18 giants to recruit I find it really hard to get multiples of the rarer units with the new warriors of chaos recruiting system
All you have to do is go around to multiple settlement areas and warband recruit them. Or just build the building for them in your for them in your chaos fortresses
you can read where some of the units are more likely to spawn, giants in hillsides i think
It's easier with Belakor once you have a number of Chaos Fortresses with the building that unlocks giants. After a while you will have over a dozen with portals next to them and you can teleport a lord around recruiting a bunch in one turn. You might have to add in some heroes/shaggoths/trolls/dragon ogres initially but you'll get a full stack soon enough.
If the missile resistance effect is for undivided units they cannot apply to Bilious Thunderguff as he is Mark by Nurgle.
Good eye. That makes sense. Plus the red line not affecting RoR is another major L for him
I never thought I would see Legend give a giant doomstack 10/10 in this or any lifetime.
Giants are now certainly one of the units ever made
I agree with that
You can increase the missile resistance further, if you play as the Harbinger of Pestilence (Festus' faction). He has a plague recipe that increase the missile resistance of your infected armies.
Sieges were a breeze when I played his faction. Between insane missile resistance and the undivided gift that let you shatter the wall, taking a city was a walk in the park.
an addition, the blasted standard, its an ancillary banner that adds missile block chance to allies in range
Does missile block only apply to units with shields or anyone?
@@TheSweetSpirit anyone. you can see this in this battle one of the active abilities festus has gives missile block from shields to units and you can see that the giants get a bronze shield when the ability is active. fro example at 12:16 you can see the giants have a bronze shield
Festus basically removes the healing cap right now, it seems bugs. In my festus campaign I'm not sure I ever saw a healing cap on any units in his army
Well he gives such massive boosts. It is pretty insane, BUT it fits with Festus. Slow blob of death and doom.
You'll still hit healing caps, just takes a looong time if you've stacked some healing cap modifiers because they appear to stack multiplicatively. Never hit Ghosts zombie healing cap. In most scenarios you'll win, run out WOM, or zombies will die faster than you can heal them.
All healing cap modifiers are currently 100x the intended strength because CA messed up inputting the values in the DB (The base heal cap is 0.75; the "25%" modifier is 25, increasing the heal cap to 25.75 instead of 1), so instead of adding 25%, it's adding 2500%. With just the one "25%" modifier, a unit would need to take more than 25x its health in damage for you to see the healing cap.
From what I heard healing cap right now doesnt do %, it just flat out multiplies those values. So a 50% heal cap turn into 50x healing cap - which is why basicaly anything that does % heal cap right now removes the heal cap effectively (look at ghorst zombies)
This is a cursed end turn. 😅
"Footsteps of doom" is an appropriate soundtrack for that battle.
The notif poped while I was driving and it nearly made me crash in shock. Had to stop for a cofee to recover.
Another good test for this would be against a lizard army next. The single entities might be more of a challenge for the giants.
What a character arc we've had boys. We went from "Giant piece of shit" to giant doomstack.
You can actually make this even better by having a hero with the eldritch aura boon for an extra 15% missile resistance in a certain radius (35m I think?). That puts you up to 90% resistance to missiles with festering shroud, eldritch aura, and the 5% ward save.
Chaos Giant missile resist:
15% base
25% tech
15% gift of chaos
15% eldritch aura
15% shroud (item)
5% ward save (lord skill tree)
90%
You can also use a generic demon prince of nurgle with this stack since you'll get a ton of healing, a mortis engine, and if you get the scaled skin trait he will also hit the missile resistance cap easily (have to savescum for that though).
The end turn took longer than the battle.
I immediately remembered the 'War Mammoth' stack. That was such a troll job.
legend giving giants 10/10. This is it the end times are upon us
That end turn was absolutely wild
All the Norscans want to party with Belakor in this end turn
Festus is very very good. we will most likely see a Festus one man doom stack someday.
That "War mammoth" Rating your doom stack video was actually the first thing I thought of when I saw the thumbnail for this video. Lol. That was a rough one.
Well I would say hell must have froze over - but the Warhammer world already has that base covered!
If the passive ability of that item is +10% missle resistance (MR) when within 35m, is it +5% MR to all units when not within range, or +15% MR when within range? That 10/15% may only apply once as a unique passive ability and then any additional items would give +5% additive
"Chaos Giants are now AWESOME"
I....i....what in the holy fuck.
That end turn had so many battles I thought it was a bit! 🤣
I already noticed back in WH2 that RoR don’t get boosted by some of the red line skills, which is the same in WH3. They definitely don’t get any of the „rank 7 or higher“ boosts, but I always assumed it was intentional of the developers.
Most RoRs get them just like anyone would expect.
The problem with the giant is that he wasn’t added as a chaos warriors RoR, but as a nurgle one.
Just another case of bad copy pasta, similar to the metal archmage.
@@Lukashoffmann94 Probably a result of him being on multiple rosters.
@@emetanti i think it is because the WOC redline uses an extra distinction between mortal and deamonic units. which means all those units need an extra classification added to the unit type and he just doesnt have that "extra" tag
My first thought was on the lines of: "WHAT IN THE BLAZES OF FUCK!?!?"
Nice to see this kind of shenanigans XD
Death of a meme. Here's to the good times we had making fun of Giants on the channel
I never thought I will say this, but I am excited to try out this giant doomstack. When I saw the missile resistance I expected a lot, but this was over the top
That end turn sequence tho, 8/8 gr8 b8 m8
I found even standard giants in WH2 to be viable, but only after I had dealt with the missile units admittedly. I just put them at the back of my formation until then, they actually tended to be the last units alive in a really close fight (VH battle difficulty)
Replace the regiment unit with one undivided exalted hero on a war shrine with festering shroud in his equipment. In battle they had essentially 75% missile resist in the festering shrouds AOE, an additional 5% from another shroud plus the undivided warshrine giving 10% physical resist when stacked. This would effectively give 90% missile resist against physical missiles and 80% against magical missiles, when covered by the warshrine and shroud AOEs.
Wow that End Turn was fucking cursed
Far as I know Festus has the same bug as vampires where the healing cap increase is along the lines of 5000% instead of 50%.
i kinda have the feeling that when it says battle healing cap 25% (for your entire army) that it adds 25% of the total health in your army to every single unit instead of on a 1 to 1 basis.
this mans actually got legend to say something good about giants. Truly a maverick
A magnificent staunch line of giant mauls
10:20 lmao I remember that like ot was yesterday. Good thing that woc are extremely good with just about all of their units
I think that was the most i have ever seen going on in an end turn. Usually I just go kill the people who won't leave me alone ober the end turn to make it go faster.
100 x 75% = 175 x 25% = 219 x 25% = 274. 100 x 125% = 225. I do not know why but the game could be applying the percentages one a time instead of added together and then effecting what it effects. So instead of 225 you get 274 on a unit with 100 health rounding up.
No, they just messed up the modifier values in the DB. Instead of adding 0.25 (+25%) to the healing cap, it's adding 25 (+2500%).
The base healing cap is a decimal value of 0.75, so the +25 takes it to 25.75 (2575%) instead of 1 (100%).
@@Matt-ln7lb ahh, makes sense.
The End Times have truly come.
I never thought this day would come legend using giants and saying they are good
The gift that grants missile resistance is unlocked immediately as an Undivided gift, and all you'd really need to do is shoot straight for the Giant Manacles research, and immediately that's 55% missile resistance. You could have a version of this army pretty early in any Warriors of Chaos campaign
true but then you need the giants xD getting alot of them early on is kinda hard
This army works perfectly fine with chaos war shrines
Just put two nurgle wizards in this army and put them on chaos war shrines and the healing will be as good as what festus can provide
This stack should use some heroes of nurgle, because on top of buffing the giants the exalted heroes of nurgle have that OP 3 use area healing ability that could make the giants even more tanky
How do you think this Doomstack would fare against a Weapon's Team Doomstack? Like majority Rattling Guns and Jezzails?
Festus' healing cap boost is bugged right now in the same way as Ghorst's and Vlad/Isabellas. It's either multiplying incorrectly, or the value being multiplied is wrong. As such, you can heal SEM back to full multiple times per battle.
It's not a multiplier at all. The increases are in whole numbers in the db (+25, 50, etc...), but the base value is a decimal (0.75), so the modifiers are 100x the intended strength. CA just messed up inputting the values in the DB.
@@Matt-ln7lb Right, meaning its multiplying the incorrect values.
*sees the Title*
Who are you and what did you to the the real LegendofTotalWar?!
protecting Festus is the most critical with Festus's army
even 2~3 elite ranged units can kill Festus quickly
and with their height the giants actually block the shots which Festus is really weak against
Doomstacks and Four Full Stacks of Cathayans, name a more iconic duo.
My Word there sir.. The Cathy General is called Ni.. So hes the Lord that said Ni to Chaos.
They must have changed the way that unit healing caps work from being per individual unit to being per unit type. I.E if you have 1 chaos giant then the healing cap is as you would expect but because you have 19 chaos giants the healing cap is 19x(from the viewpoint of an individual unit). I suspect this is why they no longer display the healing cap, as it would be in the 100s of thousands for these sort of unit stacks.
Healing cap increases are bugged atm. They give 100x as much as intended. CA apparently put them in as whole numbers, while the base healing cap is a 0.75, so instead of going from .75 to 1, it's 0.75 to 25.75. Basically, with just 1 25% heal cap increase, the heal cap is set to 2575%, which might as well be infinite, because your units aren't taking 25x their hp in damage.
Ive not had any issue with my Isabella Vampire army at taking out single entities. Even routing ones.
The thing I noticed is when the army loses are triggered, they stand down and stop attacking sonI have to reissue the order and then they continue the murder.
Love to see the Big Boi's getting some luv.
There seems to be a bug with the RORs. The knights of the Brazen throne didn't get redline buffs in my Valkia campaign.
This doomstack is even better in Festus' faction. You can apply a plague that adds 20% physical resist to the entire army, making the giants essentially reach the equivalent of full missile resist.
instead you should take the plague that gives missile resistance IMO since it blocks all missiles and not just physical ones
Wait, do chaos giants also have shields for +35% missile resistance (from the front)? So they're literally at the maximum. That makes Billious not as bad either since 45+35 is still 80%, and I think the cap is 90% anyway.
Norsca: DO YOU WANT TO TRADE WITH ME?
If he can get an exalted champion of nurgle other than having extra 5% MR he's gonna be able to dedicate festus to damage aura while using the champion for healing + the chance for more AoE buff/debuff items if needed
The healcap is hidden because the number on helman ghorst zombies would glitch out and crash the game
Haha, i literally posted a video a few days ago to try and tell you that giants were great now, it was just a bit of fun poking, saying giants and chaos spawn are good now. You can get billious to 100% with eldritch aura, the items and banners
Not sure why he wasnt working on this now.
Maybe i'll send you a nurgle chaos spawn doomstack :D
Love you man, the fun poking was just trash talk 😀
Suddenly, the Attack on Titan intro theme starts playing...
THE CULT OF SMELLY JOE (the name I gave my starting chaos giant in my festus campaign)
now that i think about it, can't you just spam exalted heroes of nurgle with eldritch aura for 15% missile and spell resistance, and then have chaos sorcerors on warshrines all blobbed up together with festus for healing? chaos sorcerors undivided give up to 10% physical resistance each, meaning with 9 of them you hit physical resistance cap, and each exalted hero of nurgle with mage hunter gives you 15% missile and spell resistance
'He's beginning to believe.'
RUMBLING, RUMBLING, IT'S COMING!
Legends say Legend is still declining trade agreements to reach the end turn..
After playing both kugath and festus, I’d say that the fecundities are much easier to play and stronger than poxmaker of nurgle. They have gift of chaos, easier time of recruiting units and better at gaining infections. Sure they can’t spread diseases to enemies easier but nurgle diseases suck at debuffing enemies anyway and although they have limit cap of how many demonic unit they can have, the only nurgle unit I ever bother recruiting is besst of nurgle, soul grinder and warshrine. Its probably possible to make the great unclean one with ridiculous resistance like this one though it might be a bit weaker and you can only have up to 6 of them.
As far as I could tell Lord effects don't work on regiments or renown or even Empire elector troops. My Carroburg Greatswords had considerably lower stats than my Greatswords.
it's weird to not see the enemy missile units skirmishing away from the giants. Did they turn auto-skirmish off for the AI?
Aspiring Champions & now chaos giants… who would have thought ! 😂
GG very convincing indeed 👌
hey legend in MP giants are only considered not even auto pick against Vampire counts because they have no missile units otherwise in high competitive play they aren't seen against any other faction
I think the heal cap might be bugged, I was fighting against Gor'Rok the other day and couldn't kill him for the life of me. I had army lossed his army, but he was tanking all my missile infantry and out-regenerating my melee infantry damaging him.
The Rumbling arrives in Cathay...
The Rumbling has come to the Warhammer world.
Drop the ROR giant for a chaos sorcerer on an undivided warshrine! You’ll get 10% physical resistance, then if it has the eldrich aura gift of chaos it gives missile resistance in an AOE!
Wtf was that end turn :D
All I can say is RUMBLING RUMBLING!
"Let's take information and choices away from the player! It will be great!" - CA, probably
Yeah I've noticed that lord and faction effects don't apply to RoR right now. Going this out when The Tithe didn't get vanguard during my Kemmler campaign.
so many chaos doomstacks now, it's crazy
Honestly I don't know why missile resistance isn't an innate thing giants have given how easily they eat arrows. It wouldn't let them catch up to missile units, but that's OK since they're not supposed to be a fast unit. That's why they were so horrible in Warhammer 2, unless they happened to be free units.
One thing that I noticed in the battle was that all the giants had bronze shields, which FURTHER reduces missile damage from the front.
But this is only temporarily because of an ability so its not that impactful on the overall scheme of things
Attack on TItan Cathay version.
So basically, Chaos giants are now Treemen