@@miloradlukic9277 They are in a decent spot from the hours I've played with them. I'm worried people will have a very reactionary take on them because their units are totally strong, made better with their upgrades, but their starting positions are surrounded by strong hostile factions and fielding even a full army of their good units costs a lot of infrastructure.
@@miloradlukic9277 They have only 15 ammo by default. So pretty close to your statement and feels about right to me. This is campaign however, so having op stuff is welcome. These ones are getting a pretty substantial buff from the lord, tech tree and hellforge. Plus 9 charges of restock ammo is just ridiculous (amazing and awesome, but still ridiculous).
definitely like skirmishing with those nuke trains. being closer in (particularly in vanguard deployment) makes them more accurate too and there's less travel time for the projectiles.
“Why aren’t they firing”… sums up a lot of my chorf battle experiences. I say that whilst understanding line of site issues etc etc. I have literally screamed at my units as I watch them on fire at will just let a fucking infantry unit walk right up to them, having never fired a shot
Update 3.0, it's in the list of known issues but we shouldn't get our hopes up since CA take fucking ages to fix their damn game. Worst comes to worst, I'd say just wait for a mod to fix it...
I really am enjoying the chorfs, they feel like a weird conglomeration of other factions in the best way. Dwarf infantry, able to occupy at tier 5 like skaven, beastmen unit caps, etc. Overall well done by CA imo, very fun.
Completely agree about the mobility being way better, making it worth it. I do think you underestimated the magma cannons tho. Tier 2 easy to recruit and the damage overtime obliterates infantry and even cavalry.
i didnt realize magma cannon has a DoT component to its missile attack i might actually use these now i just saw demon choo-choo with nuke and my caveman brain was immediately like the rest of these war machines are trash
@zach lol yeh it does pretty good damage too, still would say the dreadquakes are better once you have them, but obviously its tier 5 unit vs 2 so its rly good early and mid game
Yeah he definitely underestimated the Magmas. But do you really think getting 4 of these in one army is preferable to getting 4 regular Dreadquakes for TWO armies? I'm not convinced. I think these are only ever worth it once you have enough capacity to field 4 regular ones in all of your armies.
Yep. Magma Cannons obliterate in pvp, too. But even if that wasnt the case, its cheaper than Hellcannon, more accurate and reliable as well. Having merely two per army did wonders for me. It has incredible range, and the one thing Hellcannon does better is sniping enemy artillery. (Then again, magmas will just kill the entire handling crew instead.) The only other thing its 'unit cap slot' worth using for is the Dreadquakes themselves. When you've got the cash for them.
@Vuktor - CSGO Fun & More! yeh it just depends, if ur strapped for cash or armaments then no. But if u dont have a spell caster on a flying mount in the army and are the attacker then its nice to beable to set ur army up at a good spot even if they're not in range and ride them up to the enemy army to obliterate at the start. Kinda depends
@@Nostradevus1 get rid of extra powder (I think it is that one anyways). it is only active when you have more than 80% of your ammunition so 3 shots maybe? I think it is overkill also. Whatever infantry that thing hits directly it is dying.
5:50 That first volley, I'm in awe 😱🤯 8:38 The sound of the train powering up, God I love this unit 😱, 11:00 Guns firing off there first volleys. 15:05 ELGI 🧝♀️🧝♂️🧝!?!
As much as it pains me to say, I think this is 100% better than skaven weapons team. Those mortars have essentially the same capability as Ikit’s nukes but mobile, more of them, and don’t need a fodder unit to really work to their best capability. But having not had the time to play this DLC much (got to like turn 30 and have looked up nothing up cause i wanna learn myself) thanks for clarifying the unit capacity part tho that will be nice to know
As an Ikit main I have to agree. This army have more firepower than a MAXED OUT Ikit's army while being much more tanky. With Skaven weapons team, making one mistake by letting a couple of cavalry/flying units attack your back line can easily cost you the battle, this tanky Chaos Dwarf army don't have such problem.
@@iamdopeasfcuk very true, there are pros and cons for longer and shorter games. Skaven can get them faster as ikit claw for sure, but as somebody pointed out a skaven weapons team can be easily beaten if allowed a single mistake. Where as this one allows for more errors as these units won’t break as easy. But I guess you could say by the time you have full weapons team as skaven you probably have an economy to mass produce teams or easily replace them. Where as these armies cannot be mass produced due to army limit
Love that the arc of fire for dreadquakes on iron daemons is bugged. It shows you the arc of fire of the daemon, but with the range of the dreadquake mortar.
I was fighting Clan Skryre and I thought they nuked me, but it was a menace from bellow that made every dreadquake mortar fire into my lines. I think Iron Daemon/DQ Mortar's fire-at-will only affects the Iron Daemon, the DQ Mortar still fires, which is why I was using the melee ones
Manual fire only is definitely a bit weird on these units. I found that if you give an attack order, but the unit you want to attack is out of range, then they will just start bombing anything they can hit while they move into position. Happens with the skullcracker variant too. Just moving unit your into a position then giving the attack order thankfully seems to fix the issue.
I did use those mortar iron demons for tanking today and I found that a pair of those MELTED away. Replayed the battle and found they got destroyed by sepulchral stalkers which now apparently have 300 ammunition and actually do damage. Nec knights also seem to be better now. Ash stormed the bally lot of them, shoved a blunderbuss up their daft bony arse and pulled the trigger. The involunteers did the rest. Stupid uzkular. Said something about Djaf and I read them the first book of Hashut, verse one "Burn, baby, burn". Nevertheless sepuchral stalkers. I may have to try them next time I ride the bony train and animate a few skeletons for that skussy.
@Sokar Rostau Does the army ability count? Was sieging Eight Peaks and they had half their garrison at the top of the settlement, k'daii to pin, rhen enhanced dreadquake battery from my nearest tower (don't ask how it fired into the city) then the spell ability from the tower
2:50 I want to emphasize here that overseers make WAY better commanders then the sorcerer lords, this is because the sorcerers and the overseers both have 3 unique skills but the sorcerer's skills mostly buff himself with spells or physical power where as the overseer's skills all massively buff his army (20% magic resist for ENTIRE army, +20 armor for all chorf infantry, -15% upkeep for hobgoblins for cheap defense army. This is also combined with the fact that daemon smith sorcerer hero's are actually better then the lord version, not only do they get the same mounts and spells but the daemon smiths actually have the skills to buff war machines and heal them, making them the superior choice overall.
I feel like the only people contesting the iron daemon dreadquake mortar are the people who don't bother to use them. They're just so much better... but I can see the other side as well. A dreadquake mortar doomstack is pretty good against infantry based factions, so having more to do that AMAZING damage is just... **chef's kiss**
this is also why i heavily prefer the convoy leader with a dreadquake and iron demon in his army from the start, so easy to just run around and confuse the AI while ripping their forces to shreds
Dreadquake mortars are such a good unit, few things are more satisfying than watching a well placed shot obliterate any infantry unit Also to add onto what you said at the end, sorcerer lords do have an edge over the overseers just as a defensive lord, as army leaders it really depends
You're going to get a DLC. And you're going to like it. And the battle scenes are going to be so fucking hot, you're going to blow your stonks right away. I know you're desensitized, you've been watching too much of N'kari getting railed, so you aren't as armored and you are incapable of ranged damage and your artillery pieces are just numb. But trust me, when you fire this race up, you're little fucking doom mortars are going to be quaking buddy. You're little doom quake mortars are going to be quaking. ERRR YEAH YEAH, YOU'RE GOING TO SHOOT FIRE, YOU'RE GOING TO SHOOT ASH, YOU'RE GOING TO SHOOT HOT ASH EVERYWHERE.
I think the casters could also be in the army for the reloadspeed aura, thats something i wanted to try out sometime. The way you used those mobile mortars... you didn't even really need the blunderbuss in this fight - i'll enjoy using them as skirmish mortars from now on too.
All war machine and artillery can gain this aura(inferno engineer) via tech unlock(require them to reach rank 7 though) so sorcerers don't have to stick with range unit, unless all war machines are skirmishing outside gun formation(in that case you still need at least 1 war machine within the aura to activate reload buff)
the blunderbusses are probably good enough on their own they could've just replaced the granite guard with another blunderbuss and achieve the same result. I wonder if you can add some doomwheels or other strong single entity monsters to a skaven weapons team doomstack for that same tactic in the beginning.
To be fair a skaven weapon team is also heavily dependent on terrain, and the skaven don't have dreadquake mortars. Plagueclaw catapults are good, but the dreadquake mortars are great. Also while the dreadquake mortar with iron daemon/skullcracker does cost 2 capacity, it also has higher stats (now I actually didn't know that the 60 speed on the normal dreadquake mortar was actually false information the game gives you, I just thought the iron daemons were faster entirely because of the more power ability), and while the total stats would be lower than if you got both units separately, it is still nearly twice as strong while taking up only 1 army slot, whereas if you wanted to match or exceed the strength you'd be using more army slots. But it does depend on what people prefer to use. Regardless I think Dreadquake mortars should've had their own capacity away from magma cannons, deathshriek rocket launchers and such because I honestly don't see why you'd use them once you have access to the Dreadquake mortar, it's just much better in my opinion. Magma cannons cannot do the same kind of damage the dreadquake mortar does, nothing can, and technically speaking, that's fine, because in lore the Dreadquake mortar is arguably the single most devastating piece of artillery in Warhammer lore.
hey Legend, i have a question that has nothing to do with your video, but a campaign in tww3 of me. I was playing beastmen and had done may herdstones and done the rituals in them so that nobody can build a city near them as long the stone is aktive and all right?(first time beastmen) So now i have endgame crisis with the rats and all of a sudden they are in every ruin that i made thru the herdstones. They just got them without moving an army there, what i saw because they were my allies before. so now my question is this normal or a big big bug ? Because they went from 10 settelments each to 20 to 25and more in like 2 turn or less ps. love your content, i hope my english was not to terrible xD
One thing I don't like is the fact that the amoount of utility each unit has is so obscene. They can outfight a Lord in a 1v1, they are faster than most infantry, they have enough melee stats to fight against pretty much any unit in the game, and on top of that they have 25 shots of basically a mini Doomrocket. Dwarves, glancing over then back at their 'mighty weapons': "That's goin' in the book!"
I have found that having a flying lord and flying hashut mage just dogpile reinforcements as they come in can be a great way to swing things in my favor when going up against 2+ stacks but damn those mortors shred too
CD are so freaking broken! They have units like this AND magic on tap vs regular dwarfs having less effective units & artillery, no trash to spam, no off map tower call-ins, no crazy damaging magic, and a worse trade mechanic (no caravans/no labor to play with). OG Dwarfs really need something to bring them back into the power creep that has been introduced with each DLC.
Very hard difficulty aka "hmmm yes, lemme walk my horde army into that super heavily fortified gun emplacement, walking around is waste of time, Im a brilliant AI"
I made a Doomstack with a Lord named the Daemon Trainsmith and was Him(Daemonsmith Lord"Hashut") three Daemonsmith Heroes for other three lores of magic, Metal, Fire, and Death, all on Bale Taurus' (air Gunners). Then 4 Castellan Heroes for ammo and ground guns. the 8 Lord and Heroes can focus single entities and cast spells, Repair and give ammo back to trains. To finish the Doomstack I have 12 Trains with Dreadquake mortars. 6 being Iron Daemons, and 6 being Skullcrackers. Fucking Beautiful. Legend recommends not doing that. But boy is it fun.
the reason i don't like the iron deamons is because they're bugged; they don't fire at will, and when dragging mortars don't fire at all, plus skullcrackers are somewhat better in melee due to animations so i take them with mortars attached
Swap out the infernal fireglaives for deathshrieks for long range sniping (they actually do about as much as jezzails vs large with their hiking missiles + have longer range) and then possibly take out a few daemonsmith sorcerers and have 4 castellans (also give them regen swords) and it’s probably what I would rather use.
Infernak fireglaives are far more accurate imo (my deathshireks never hit anything) and they double as very effective melee units if necessary. Plus fireglaives can get the suppressed traits from the hell forge upgrades, which is huge to slow down ennemy unit (they do fire damage, so doubling with ash storm gives at total amount of -50% speed, nothing moves then, and you increase considerably their damage). I just really like fireglaives-
@@titssnitchtzeentch649 the accuracy of the deathshriek’s single shot it actually extremely good since it’s homing. As for suppressed and all that maybe they’re better than the blunderbussies, but in that case you can just swap those out instead, I’m just more used to using blunderbussies and they’re probably higher dps in theory but not with suppressed.
@@andrewtobias4545 Idk even when homing, the rockets always miss the ennemy targets. There's even time where the split rocket thingie splits above an ennemy unit only to hit the ground entierely behind them. Maybe I'm just unlucky ? But I feel like Fireglaives are also very good, they may not pack as much punch as bluderbussies bet they have (slightly) better range and next to no issue with friendly fire but that depends on skill I suppose
Would the battle be similarly one-sided against another faction, such as chaos warriors or some other high-armor army? I already feel like Empire has pretty weak units apart from their gunpowder ones, so this honestly felt a bit like swatting weak opponents to show off what is certainly an impressive unit.
Its purely a composition issue. You see it throughout this battle but if this was stacks full of Reiksguard, Demigryphons, Steam Tanks, Artilery and more spell casters, than Legend would have had a much more difficult time. Key to beating the dread quake mortars is being faster than their shots, being tanky enough to reach their lines when you enter blunderbuss/fireglaive ranges, having high armor piercing so you can beat through the armor of dwarven units, and having magic to trade more efficiently from a distance with their infantry. Chaos Dwarfs are still Dwarfs. Just with a lot more gunpowder. Quality and speed trades very well with them.
I take my flying lord up there, go back and forth until they start blobbing up like they did back in WH2, then drop a couple iron demon shots in the center.
those mortars are insane. Compare that to the lousy Big Bess or whatever its called for Vampire Coast that is limited to a single one with barely any ammo. Really shows the powercreep in this game.
Man, the blunderbusses didn't even do anything lmao. Those dreadquakes nuked the infantry and then it was the fireglaives that took out the single entities. There must have been some sort of LOS issue for the blunderbusses, maybe the combination of the rather steep slope plus being too close to each other?
I love my chorf campaign, but they are ridiculously OP. The deathquakes might not be able to hit singles and flyers, but hellcannons are the best artillery for that. Two buffed mortars and two buffed hellcannons, and you can deal with any elite armies that may come up against you - with my setup I just run into the middle of a max pain dwarf endgame crisis, and withstand wave after wave of 3-4 dwarf “doomstacks”. By itself, being super OP might get boring after a while, but the campaign mechanics are full enough that you have a lot of things to do every turn. Some busy work, yes, but mostly not.
By the time you have both the money and armaments to reliably field multiple armies with buffed dreadquakes you could have a dozen armies filled with hellstorm rocket batteries, it's really not that big of a deal
@@Crucial_End How are they overtuned..? They cost 2200 gold and 550 upkeep each(BASE dreadquake no train, that one's 800 and 2 slots. 8. HUNDRED. For one unit.) not to mention there's a unit cap with an escalating price on them, in comparison a hellstorm rocket battery costs 1050 and 263 upkeep and you can have as many of them as you want, and it outranges the dreadquake mortar and has similar performance to the mortars which are T5.
@@invictus7736 The price does not balance them when they perform in this manner. The biggest issue is probably the vortex effect with their artillery if they tweaked or removed that then they would probably be balanced. Their blunderbusses is another overtuned unit that also needs tweaking. These units punches so high above their weight that just a few of them gives you a doomstack regardless what you else you have in your army. Unit caps and upkeep is not really a big issue in campaign especially once you get rolling which happens early in WH3. They basically make it more difficult to lose than to win a battle, hyperbole I know but its not far from the truth.
@@Crucial_End Blunderbusses are OP until you realize once again that #1 they are unit capped and (and yes it matters a LOT if you actually play chaos dwarfs you'll see) #2 they cost twice as much as a high elf archer which has 180 range and is a bonkers unit that's effective against up to T5 enemies same as blunderbusses. You're really just jumping on the "waah new faction is op" train without any thought put into comparing them to the other factions.
I Had a awesome army with the 'weapons team' style except using actual jezzails from a skaven ally with the rest filled up with blunderbusses and 2 magma cannons
My only question is, do these iron dameons actually shoot their own shots, or only the dreadquake mortar? I have not seen them use the iron daemon shot during this battle, and if they canot use it, then wouldn't skullcracker be better for better melee animations?
With the current theme and settings of the chaos dwarf artilleries like dread quake mortars which are unlimited for recruiting as long as you have the resources don't you think that vampire coast also needs to have access to their queen bess unit unlimitely? I know that queen bess is ROR but their power level is just like dread quake mortars so why not exclude them from being ROR and make them unlimited for recruits as long as you have the resources? Because this current situation of dread quake mortars is ridiculous CA should either limit their numbers to have only 1 just queen bess or allow others to use their super OP units as well
With the iron daemon - dreadquakes, is there a way to only have the iron daemon fire on a unit without the mortar part firing? Or can you have both parts firing at two different units?
I think this proves that the iron demon dreadquake mortars are probably just overkill. They're super fun and it's a video game so I like that they exist and it's cool, but you can use standard stationary dreadquakes and I'm pretty sure you would have won that battle only using 4 capacity anyway, and you're not going to get a stronger enemy than fighting 4 armies So then what's the point ya know? (aside from fun which is valid ofc lmao)
@@tech-priesttoast2686 Oh totally they're fun and like I said I like that they exist. I just don't think they're as cost effective in total war warhammer III as stationary ones.
I am sad about how much the mortars are almost certainly going to get nerfed so hard in the next patch. Probably par for the course re: DLCs just after launch, and completely make sense, especially if playing against them, but still feels a bit bad :P
"skirmisher" and "artillery" have no business being in the same sentence, and i absolutely love it
*Sad War Wagon Mortar noises*
Yeah, but the war wagon mortars don't hit nearly as hard as dreadquake mortars
in modern day parlance it's called shoot and scout
Artillery skirmishers existed. Galloper gun
With combining the Daemonic with engineering, the Infernal Dwarves continue to make things that are very.... Unnatural.
listening to the chaos dwarf artillery hit is so remarkably satisfying
They really nailed the sfx.
The Chaos dwarf artillery hits different
6:25 i really like how that one halberdier unit got deleted after one shot
they need a nerf in ammo, 12-14 ammo would be fine
@@miloradlukic9277 no they don't, they're ridiculously expensive to maintain in your armies.
@@miloradlukic9277 Pretty sure they start with less. The amount they had in this battle was due to other factors.
@@miloradlukic9277 They are in a decent spot from the hours I've played with them. I'm worried people will have a very reactionary take on them because their units are totally strong, made better with their upgrades, but their starting positions are surrounded by strong hostile factions and fielding even a full army of their good units costs a lot of infrastructure.
@@miloradlukic9277 They have only 15 ammo by default. So pretty close to your statement and feels about right to me. This is campaign however, so having op stuff is welcome. These ones are getting a pretty substantial buff from the lord, tech tree and hellforge. Plus 9 charges of restock ammo is just ridiculous (amazing and awesome, but still ridiculous).
Balthasar getting shown what real arty looks like
Next episode: WELCOME TO ZHAR-NAGRUND GENTLEMEN!
I am seeing a Skaven army with 4 trains.........
definitely like skirmishing with those nuke trains. being closer in (particularly in vanguard deployment) makes them more accurate too and there's less travel time for the projectiles.
wait, can you give them vanguard? I haven't been able to play in a while
@@rileysteiner2936 yup, theres a skill in the daemonsmith hero's tree that gives them vanguard deployment and strider.
You know you're fucked when the FIRST WAVE is a bunch of tank-trains dragging earthquake-slinging mortars
“Why aren’t they firing”… sums up a lot of my chorf battle experiences. I say that whilst understanding line of site issues etc etc. I have literally screamed at my units as I watch them on fire at will just let a fucking infantry unit walk right up to them, having never fired a shot
Update 3.0, it's in the list of known issues but we shouldn't get our hopes up since CA take fucking ages to fix their damn game. Worst comes to worst, I'd say just wait for a mod to fix it...
I really am enjoying the chorfs, they feel like a weird conglomeration of other factions in the best way. Dwarf infantry, able to occupy at tier 5 like skaven, beastmen unit caps, etc. Overall well done by CA imo, very fun.
Completely agree about the mobility being way better, making it worth it. I do think you underestimated the magma cannons tho. Tier 2 easy to recruit and the damage overtime obliterates infantry and even cavalry.
i didnt realize magma cannon has a DoT component to its missile attack i might actually use these now i just saw demon choo-choo with nuke and my caveman brain was immediately like the rest of these war machines are trash
@zach lol yeh it does pretty good damage too, still would say the dreadquakes are better once you have them, but obviously its tier 5 unit vs 2 so its rly good early and mid game
Yeah he definitely underestimated the Magmas. But do you really think getting 4 of these in one army is preferable to getting 4 regular Dreadquakes for TWO armies? I'm not convinced. I think these are only ever worth it once you have enough capacity to field 4 regular ones in all of your armies.
Yep. Magma Cannons obliterate in pvp, too. But even if that wasnt the case, its cheaper than Hellcannon, more accurate and reliable as well. Having merely two per army did wonders for me. It has incredible range, and the one thing Hellcannon does better is sniping enemy artillery. (Then again, magmas will just kill the entire handling crew instead.) The only other thing its 'unit cap slot' worth using for is the Dreadquakes themselves. When you've got the cash for them.
@Vuktor - CSGO Fun & More! yeh it just depends, if ur strapped for cash or armaments then no. But if u dont have a spell caster on a flying mount in the army and are the attacker then its nice to beable to set ur army up at a good spot even if they're not in range and ride them up to the enemy army to obliterate at the start. Kinda depends
I really enjoy getting the barrier upgrade for the dread-trains because of their mobility. Barrier is honestly so damn good for hit and run units.
Yeah I would have tossed the reload for the barrier.
@@Nostradevus1 Shouldnt even have to toss an upgrade I think. You can have 5 (afaik) and they only had 4 upgrades.
@@Nostradevus1 get rid of extra powder (I think it is that one anyways). it is only active when you have more than 80% of your ammunition so 3 shots maybe? I think it is overkill also. Whatever infantry that thing hits directly it is dying.
@Travis Spicer Actually on Iron Daemon Mortars does it only apply to thr Iron Daemon ammo, or the mortar ammo?
@@DIEGhostfish prolly whatever the game sees as "primay ammo"
5:50 That first volley, I'm in awe 😱🤯 8:38 The sound of the train powering up, God I love this unit 😱, 11:00 Guns firing off there first volleys. 15:05 ELGI 🧝♀️🧝♂️🧝!?!
As much as it pains me to say, I think this is 100% better than skaven weapons team. Those mortars have essentially the same capability as Ikit’s nukes but mobile, more of them, and don’t need a fodder unit to really work to their best capability.
But having not had the time to play this DLC much (got to like turn 30 and have looked up nothing up cause i wanna learn myself) thanks for clarifying the unit capacity part tho that will be nice to know
Yeah they are as powerful as the queen bess for Vampire Coast but more accurate and you can build them anytime you want instead of needing a rite.
As an Ikit main I have to agree. This army have more firepower than a MAXED OUT Ikit's army while being much more tanky. With Skaven weapons team, making one mistake by letting a couple of cavalry/flying units attack your back line can easily cost you the battle, this tanky Chaos Dwarf army don't have such problem.
@@fakewarszero but this won’t stop me from from being and fellow Ikit main 😎 glory to the smartest rat rat
you can get a decent skaven weapons team army relatively early in a campaign compared to something like this though.
@@iamdopeasfcuk very true, there are pros and cons for longer and shorter games. Skaven can get them faster as ikit claw for sure, but as somebody pointed out a skaven weapons team can be easily beaten if allowed a single mistake. Where as this one allows for more errors as these units won’t break as easy.
But I guess you could say by the time you have full weapons team as skaven you probably have an economy to mass produce teams or easily replace them. Where as these armies cannot be mass produced due to army limit
Its funny those empire war wagons with mortars is probably one of the only units in the game this army would be weak against.
necrofex colossus spam would probably be problematic for this army
@@Andreas-x4j 100% that would be a tough one
I have learnt so many little tips and tricks from you. One of my favourite UA-camrs. Keep up the great work bro.
Love that the arc of fire for dreadquakes on iron daemons is bugged. It shows you the arc of fire of the daemon, but with the range of the dreadquake mortar.
I was fighting Clan Skryre and I thought they nuked me, but it was a menace from bellow that made every dreadquake mortar fire into my lines. I think Iron Daemon/DQ Mortar's fire-at-will only affects the Iron Daemon, the DQ Mortar still fires, which is why I was using the melee ones
Manual fire only is definitely a bit weird on these units. I found that if you give an attack order, but the unit you want to attack is out of range, then they will just start bombing anything they can hit while they move into position. Happens with the skullcracker variant too. Just moving unit your into a position then giving the attack order thankfully seems to fix the issue.
Like watching a modern army vs a medieval one..
My favourite part of every legend video the "but legend..." parts! To funny
Faith, steel and gunpowder is so 2015.
We’ve got Hashut, iron and magma.
Honestly the first 10 minutes with the mortar trains is just art.
"These tanks are real bloody tanky as well" ~LegendofTotalWar 2023
I did use those mortar iron demons for tanking today and I found that a pair of those MELTED away. Replayed the battle and found they got destroyed by sepulchral stalkers which now apparently have 300 ammunition and actually do damage. Nec knights also seem to be better now. Ash stormed the bally lot of them, shoved a blunderbuss up their daft bony arse and pulled the trigger. The involunteers did the rest. Stupid uzkular. Said something about Djaf and I read them the first book of Hashut, verse one "Burn, baby, burn". Nevertheless sepuchral stalkers. I may have to try them next time I ride the bony train and animate a few skeletons for that skussy.
Can't decide if Dreadquake Mortar or Helstorm Rocket Battery is the most satisfying artillery to use (well when they hit...).
I see you have yet to use Dreadquakes on a chokepoint.
Or the cathay rockets. Yeah rockets are super fun to use.
@Sokar Rostau Does the army ability count? Was sieging Eight Peaks and they had half their garrison at the top of the settlement, k'daii to pin, rhen enhanced dreadquake battery from my nearest tower (don't ask how it fired into the city) then the spell ability from the tower
sometimes I come back to this video just to appreciate the wonderful chorf power.
Glory to Hashut
Jesus... @13:37, we finally got a doom-rocket launcher, except with more speed, armour, and ammo and on top of that, it's healable.
2:50 I want to emphasize here that overseers make WAY better commanders then the sorcerer lords, this is because the sorcerers and the overseers both have 3 unique skills but the sorcerer's skills mostly buff himself with spells or physical power where as the overseer's skills all massively buff his army (20% magic resist for ENTIRE army, +20 armor for all chorf infantry, -15% upkeep for hobgoblins for cheap defense army.
This is also combined with the fact that daemon smith sorcerer hero's are actually better then the lord version, not only do they get the same mounts and spells but the daemon smiths actually have the skills to buff war machines and heal them, making them the superior choice overall.
This has to be the most satisfying Total War video I've ever seen
I love watching this. There is something so satisfying in all this artillery and arms fire
I never get tired of seeing the mortar’s shots landing
Is this our first Chorf doomstack? Awesome either way!
nah. there was a k'daai fireborn doomstack a few days ago.
Second one.
Technically there was a Drazhoath one man army as well.
I can only get so hard watching the dreadquakes nuke everything at the start Legend! The rest is just *chefs kiss* murder.
I can never get enough seeing those Dreadquake mortars shoot.
Ikit claw on the sideline: Write that down, write that down... yes yes...
I feel like the only people contesting the iron daemon dreadquake mortar are the people who don't bother to use them. They're just so much better... but I can see the other side as well. A dreadquake mortar doomstack is pretty good against infantry based factions, so having more to do that AMAZING damage is just... **chef's kiss**
Man those dreadquake mortars steal the show every time. Everything the chaos dwarfs have seems to absolutely obliterate everything.
this is also why i heavily prefer the convoy leader with a dreadquake and iron demon in his army from the start, so easy to just run around and confuse the AI while ripping their forces to shreds
As someone who plays Cathay a lot, I feel like I've finally found a worthy opponent in the gun/artillery department with the drop of Chorfs.
Dreadquake mortars are such a good unit, few things are more satisfying than watching a well placed shot obliterate any infantry unit
Also to add onto what you said at the end, sorcerer lords do have an edge over the overseers just as a defensive lord, as army leaders it really depends
First Volley hits : "Victory is in our grasp"
And Hashut’s Rockets Red Glair!! The bombs bursting in the air, flew through the sky, and the Imperial Army was no longer there.
These things basically chuck out skaven warpbombs. I'm in love.
So many 1 hit kills on units in that battle, the most aesthetic thing I’ve ever seen
The first one dropped and I was like HOLY SHH.. I'm in love
Loved this dread quake mortar showcase, one of my favorite yet.
Dreadquakes. They truly do inspire dread into the earthquakes they cause.... filled with dead bodies.
You're going to get a DLC. And you're going to like it. And the battle scenes are going to be so fucking hot, you're going to blow your stonks right away. I know you're desensitized, you've been watching too much of N'kari getting railed, so you aren't as armored and you are incapable of ranged damage and your artillery pieces are just numb. But trust me, when you fire this race up, you're little fucking doom mortars are going to be quaking buddy. You're little doom quake mortars are going to be quaking. ERRR YEAH YEAH, YOU'RE GOING TO SHOOT FIRE, YOU'RE GOING TO SHOOT ASH, YOU'RE GOING TO SHOOT HOT ASH EVERYWHERE.
looks like I have a new army to build. Thanks Legend!
Dreadquake mortars are such value engine. First army was gone just before they expended half of their ammunition.
I think the casters could also be in the army for the reloadspeed aura, thats something i wanted to try out sometime.
The way you used those mobile mortars... you didn't even really need the blunderbuss in this fight - i'll enjoy using them as skirmish mortars from now on too.
All war machine and artillery can gain this aura(inferno engineer) via tech unlock(require them to reach rank 7 though) so sorcerers don't have to stick with range unit, unless all war machines are skirmishing outside gun formation(in that case you still need at least 1 war machine within the aura to activate reload buff)
@@yytiger1997 Thanks for the information, didn't know thats the same aura.
Really enjoying the Chorf stuff!
"these tanks are really bloody tanky" -Legend, 2023.
the blunderbusses are probably good enough on their own they could've just replaced the granite guard with another blunderbuss and achieve the same result. I wonder if you can add some doomwheels or other strong single entity monsters to a skaven weapons team doomstack for that same tactic in the beginning.
To be fair a skaven weapon team is also heavily dependent on terrain, and the skaven don't have dreadquake mortars. Plagueclaw catapults are good, but the dreadquake mortars are great. Also while the dreadquake mortar with iron daemon/skullcracker does cost 2 capacity, it also has higher stats (now I actually didn't know that the 60 speed on the normal dreadquake mortar was actually false information the game gives you, I just thought the iron daemons were faster entirely because of the more power ability), and while the total stats would be lower than if you got both units separately, it is still nearly twice as strong while taking up only 1 army slot, whereas if you wanted to match or exceed the strength you'd be using more army slots. But it does depend on what people prefer to use. Regardless I think Dreadquake mortars should've had their own capacity away from magma cannons, deathshriek rocket launchers and such because I honestly don't see why you'd use them once you have access to the Dreadquake mortar, it's just much better in my opinion. Magma cannons cannot do the same kind of damage the dreadquake mortar does, nothing can, and technically speaking, that's fine, because in lore the Dreadquake mortar is arguably the single most devastating piece of artillery in Warhammer lore.
Adding ammo goes by shot count from what I understand, so it’ll always bring those up to full
Now this is what i call fun!
hey Legend, i have a question that has nothing to do with your video, but a campaign in tww3 of me. I was playing beastmen and had done may herdstones and done the rituals in them so that nobody can build a city near them as long the stone is aktive and all right?(first time beastmen) So now i have endgame crisis with the rats and all of a sudden they are in every ruin that i made thru the herdstones. They just got them without moving an army there, what i saw because they were my allies before. so now my question is this normal or a big big bug ? Because they went from 10 settelments each to 20 to 25and more in like 2 turn or less
ps. love your content, i hope my english was not to terrible xD
Turns out giving a dwarf a laser rifle is a very good idea.
jesus that artillery is awesome
Jesus that's disgusting how some of the units got deleted after literally one shot.. Can't wait to try the Dreadquake Mortars myself.
This is full enjoyment.
One thing I don't like is the fact that the amoount of utility each unit has is so obscene. They can outfight a Lord in a 1v1, they are faster than most infantry, they have enough melee stats to fight against pretty much any unit in the game, and on top of that they have 25 shots of basically a mini Doomrocket.
Dwarves, glancing over then back at their 'mighty weapons': "That's goin' in the book!"
I have found that having a flying lord and flying hashut mage just dogpile reinforcements as they come in can be a great way to swing things in my favor when going up against 2+ stacks but damn those mortors shred too
Haven't watched one of your videos in a looong time and man I missed your fanboy voice 😂😂.
CD are so freaking broken! They have units like this AND magic on tap vs regular dwarfs having less effective units & artillery, no trash to spam, no off map tower call-ins, no crazy damaging magic, and a worse trade mechanic (no caravans/no labor to play with). OG Dwarfs really need something to bring them back into the power creep that has been introduced with each DLC.
Very hard difficulty aka "hmmm yes, lemme walk my horde army into that super heavily fortified gun emplacement, walking around is waste of time, Im a brilliant AI"
I made a Doomstack with a Lord named the Daemon Trainsmith and was Him(Daemonsmith Lord"Hashut") three Daemonsmith Heroes for other three lores of magic, Metal, Fire, and Death, all on Bale Taurus' (air Gunners). Then 4 Castellan Heroes for ammo and ground guns. the 8 Lord and Heroes can focus single entities and cast spells, Repair and give ammo back to trains. To finish the Doomstack I have 12 Trains with Dreadquake mortars. 6 being Iron Daemons, and 6 being Skullcrackers. Fucking Beautiful. Legend recommends not doing that. But boy is it fun.
the reason i don't like the iron deamons is because they're bugged; they don't fire at will, and when dragging mortars don't fire at all, plus skullcrackers are somewhat better in melee due to animations so i take them with mortars attached
I'd definitely prefer stalk upgrade to extra powder. Being able to guarantee alpha strike with your gun units as chorfs is a huge advantage.
13:37 those archers on the right got rekt lol, 1 shot xD
Chaos Dwarfs are crazy strong. Multiple S-tier doomstacks.
Dayum , the explosion like mini nuke from CnC general zero hour
Should have given the Castellans smoke nades for the extra slows imo
I would love to see a video with the best hellforge upgrades in your eyes!
Really good doomstack, could see it having trouble with single entity siege weapons though, cygors would be a nightmare to fight.
For such cases swap 1 blunderbuss for 1 deathshriek which does bout 1k dmg to large units
Swap out the infernal fireglaives for deathshrieks for long range sniping (they actually do about as much as jezzails vs large with their hiking missiles + have longer range) and then possibly take out a few daemonsmith sorcerers and have 4 castellans (also give them regen swords) and it’s probably what I would rather use.
Infernak fireglaives are far more accurate imo (my deathshireks never hit anything) and they double as very effective melee units if necessary. Plus fireglaives can get the suppressed traits from the hell forge upgrades, which is huge to slow down ennemy unit (they do fire damage, so doubling with ash storm gives at total amount of -50% speed, nothing moves then, and you increase considerably their damage).
I just really like fireglaives-
@@titssnitchtzeentch649 the accuracy of the deathshriek’s single shot it actually extremely good since it’s homing. As for suppressed and all that maybe they’re better than the blunderbussies, but in that case you can just swap those out instead, I’m just more used to using blunderbussies and they’re probably higher dps in theory but not with suppressed.
@@andrewtobias4545 Idk even when homing, the rockets always miss the ennemy targets. There's even time where the split rocket thingie splits above an ennemy unit only to hit the ground entierely behind them. Maybe I'm just unlucky ?
But I feel like Fireglaives are also very good, they may not pack as much punch as bluderbussies bet they have (slightly) better range and next to no issue with friendly fire but that depends on skill I suppose
1:23 woops lol, but they are so fun to watch
Glorious smelting Gelted grombi
Dreadquakes are so broken in campaign it's like lobbing dozens of long range dwellers bellow
"tanks are tanky" legend 2023
Baltazar getting a taste of Bakhmut
Would the battle be similarly one-sided against another faction, such as chaos warriors or some other high-armor army? I already feel like Empire has pretty weak units apart from their gunpowder ones, so this honestly felt a bit like swatting weak opponents to show off what is certainly an impressive unit.
Its purely a composition issue.
You see it throughout this battle but if this was stacks full of Reiksguard, Demigryphons, Steam Tanks, Artilery and more spell casters, than Legend would have had a much more difficult time. Key to beating the dread quake mortars is being faster than their shots, being tanky enough to reach their lines when you enter blunderbuss/fireglaive ranges, having high armor piercing so you can beat through the armor of dwarven units, and having magic to trade more efficiently from a distance with their infantry.
Chaos Dwarfs are still Dwarfs. Just with a lot more gunpowder. Quality and speed trades very well with them.
I take my flying lord up there, go back and forth until they start blobbing up like they did back in WH2, then drop a couple iron demon shots in the center.
Now imagine those mortars with the range boost from Zhatan 😂
I have a question, don't be too harsh i haven't played tw3 yet lol but can you manually (insert) fire the dreadquake mortars? Probably not right?
those mortars are insane. Compare that to the lousy Big Bess or whatever its called for Vampire Coast that is limited to a single one with barely any ammo. Really shows the powercreep in this game.
Chorfs really feel like a power *leap*
Poor Vampire Pirates with they one mere Queen Bess
Man, the blunderbusses didn't even do anything lmao. Those dreadquakes nuked the infantry and then it was the fireglaives that took out the single entities. There must have been some sort of LOS issue for the blunderbusses, maybe the combination of the rather steep slope plus being too close to each other?
I love my chorf campaign, but they are ridiculously OP. The deathquakes might not be able to hit singles and flyers, but hellcannons are the best artillery for that. Two buffed mortars and two buffed hellcannons, and you can deal with any elite armies that may come up against you - with my setup I just run into the middle of a max pain dwarf endgame crisis, and withstand wave after wave of 3-4 dwarf “doomstacks”. By itself, being super OP might get boring after a while, but the campaign mechanics are full enough that you have a lot of things to do every turn. Some busy work, yes, but mostly not.
By the time you have both the money and armaments to reliably field multiple armies with buffed dreadquakes you could have a dozen armies filled with hellstorm rocket batteries, it's really not that big of a deal
I agree they are seriously overtuned. I hope CA wont overtune them in reverse when nerfing though.
@@Crucial_End How are they overtuned..? They cost 2200 gold and 550 upkeep each(BASE dreadquake no train, that one's 800 and 2 slots. 8. HUNDRED. For one unit.) not to mention there's a unit cap with an escalating price on them, in comparison a hellstorm rocket battery costs 1050 and 263 upkeep and you can have as many of them as you want, and it outranges the dreadquake mortar and has similar performance to the mortars which are T5.
@@invictus7736 The price does not balance them when they perform in this manner. The biggest issue is probably the vortex effect with their artillery if they tweaked or removed that then they would probably be balanced. Their blunderbusses is another overtuned unit that also needs tweaking. These units punches so high above their weight that just a few of them gives you a doomstack regardless what you else you have in your army. Unit caps and upkeep is not really a big issue in campaign especially once you get rolling which happens early in WH3. They basically make it more difficult to lose than to win a battle, hyperbole I know but its not far from the truth.
@@Crucial_End Blunderbusses are OP until you realize once again that #1 they are unit capped and (and yes it matters a LOT if you actually play chaos dwarfs you'll see) #2 they cost twice as much as a high elf archer which has 180 range and is a bonkers unit that's effective against up to T5 enemies same as blunderbusses. You're really just jumping on the "waah new faction is op" train without any thought put into comparing them to the other factions.
skirmish artillery is absolutely cursed
I Had a awesome army with the 'weapons team' style except using actual jezzails from a skaven ally with the rest filled up with blunderbusses and 2 magma cannons
Oof, actual jezzails in this would be nasty.
My only question is, do these iron dameons actually shoot their own shots, or only the dreadquake mortar? I have not seen them use the iron daemon shot during this battle, and if they canot use it, then wouldn't skullcracker be better for better melee animations?
They do shoot their own shots (at least they’re supposed to; if it’s bugged, I haven’t heard about it).
With the current theme and settings of the chaos dwarf artilleries like dread quake mortars which are unlimited for recruiting as long as you have the resources don't you think that vampire coast also needs to have access to their queen bess unit unlimitely?
I know that queen bess is ROR but their power level is just like dread quake mortars so why not exclude them from being ROR and make them unlimited for recruits as long as you have the resources?
Because this current situation of dread quake mortars is ridiculous CA should either limit their numbers to have only 1 just queen bess or allow others to use their super OP units as well
With the iron daemon - dreadquakes, is there a way to only have the iron daemon fire on a unit without the mortar part firing? Or can you have both parts firing at two different units?
I think this proves that the iron demon dreadquake mortars are probably just overkill. They're super fun and it's a video game so I like that they exist and it's cool, but you can use standard stationary dreadquakes and I'm pretty sure you would have won that battle only using 4 capacity anyway, and you're not going to get a stronger enemy than fighting 4 armies
So then what's the point ya know? (aside from fun which is valid ofc lmao)
That they where an actual option on the tabletop is the point
@@tech-priesttoast2686 Oh totally they're fun and like I said I like that they exist. I just don't think they're as cost effective in total war warhammer III as stationary ones.
With Dreadquakes every battle is a disaster, for the enemy.
I am sad about how much the mortars are almost certainly going to get nerfed so hard in the next patch. Probably par for the course re: DLCs just after launch, and completely make sense, especially if playing against them, but still feels a bit bad :P
A single shot on a daemonic unit is probably enough for it to get vanished. Fucking hilarious
Glorious
A 4 unit doomstack plus some extra guys there for cleanup duty XD honestly, chorf arty does unholy things to infantry
Ai waiting for reinforcements patiently as nukes start flying in lol.
I'm sensing a nerf hammer is being warmed up somewhere.